Ambiera ForumDiscussions, Help and Support. |
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is it possible to have a animated mesh than import another animated mesh as the first animated meshes, animations any thoughts |
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This is not possible, but would be an amazing feature... I would love to be able to import Mixamo animations for fbx |
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do you know how to merge several fbx's together using cinema 4d or any other program |
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A simple and easy workaround for this is.... Use fragmotion 3d software... To import fbx animation with same armature... With fragmotion 3d you can merge all your fbx animation... And then export them to .x or .ms3d.... And then to load the model in coppercube ,use reload mesh from disk in the editor... This will reload your new model with the additional animations without deleting the previously created animation scheme/actions in coppercube... For that you have to save your edited model from fragmotion with same name as of the model when you imported it in coppercube... Hope you understand what am saying...😇 |
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what fragmotion 3d software can you elaborate |
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Fragmotion is a 3d animation software you can search it on google for more information.... |
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What I do is I have the rigged and unanimated mesh in a Blender file, and then I make a few copies of it (which will have the animations separately). Then I just make the animations in each file, and then copy the armature from each animation into the main file and then paste the keyframes that way. Basically it's one huge and long animation which you'd then split up in CC |
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@j9907 as coppercube now supports direct import of fbx models... So it is advised that ypu should create diffrent actions for diffrent animations in blender... And then export the model with animations into fbx format... Coppercube will import the animation with the actions... So now you don't have to split that huge animation in coppercube... And the thing you do for creating animation is really really complicated... You should use only single rigged unanimated file no need to make several copies for it.. And no need to create diffrent animation with diffrent file... Use the single rigged model and do all of you animation stuff with that file... Simply use dopesheet view, and actions to create diffrent animations...this is the best way till now to animate and use models from blender into coppercube...thats all...! |
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@just_in_case is right about Blender, the easiest way is to combine animations in Blender's NLA Editor. Once you export to FBX & import in Copper all animations will be separated & ready to be played out of the box. MilkShape 3D & FragMotion are o.k. but they export only one animation timeline. Also if you are planning to use real-time lighting on those models in Copper: forget about it :) Both programs mess up the normals and you get very strange, entire-model-sprite-like shading. However if you wanna keep models lighting to None or your models are REAL lowpoly (and I mean REAL lowpoly as in 1k/2k Star Wars: Jedi Outcast game) than MS3D & FM are o.k. |
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[quote] wrote: @just_in_case is right about Blender, the easiest way is to combine animations in Blender's NLA Editor. Once you export to FBX & import in Copper all animations will be separated & ready to be played out of the box. Can either yourself or 'just_in_case' help me to combine these animations for CC ? I've tried both UE4 (usually works) & Blender and not getting anywhere...seems to import a lot of extra rubbish with the animations...needs cleaning up... this is the animations: http://www.lasttrump.net/gamedev2.html much appreciated in advance whoever can help out.. |
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