FBX Animation Exporting
Animation
Mixamo web based animations
- most of the mixamo animations on mixamo.com should work with webaverse
- mixamo offers, for some animations, a bit of paraemetric control over the animation
- select the animation
- tweak sliders
- make sure "in place" is selected
- upon download choose fbx binary , 30 fps, without skin, and frame reduction
AutoRigPro animation remapping
- AutoRigPro is a blender addon that can be very useful when needing to transfer animation data from one armature to another
- be sure to get both auto rig pro and the quick rig extra addon
- http://lucky3d.fr/auto-rig-pro/doc/remap_doc.html
- https://youtu.be/0GKPCn-JQ4k
FBX rigging with rigify armature
FBX Armature requirements
- must be an official mixamo rig
- double check that all bone names are prefixxed with mixamorig:
- double check if you need to use auto-key or not , it is on by default in the blend file
- The player model must remain at a single point in space; movement of the model is driven on the engine side. For example, in a jump animation, the model would go through the motions and timing of the jump, but would not move on the Z axis. The only exception to this is crouching, in that case the hips can lower but should not go above their standing height.
- animate with rigify armature as normal
- go to object mode
- select fbx armature
- important make sure that the rigify armature is still in the animation action you want to export
Export
- input proper filename
- options of note
- selected objects
- leaf bones (deselect this)
- deselect nla strips and all actions
- hit export
- it should export just the animation that you did with the rigify armature but into the fbx armature due to the bone constraint setup
Legacy Method
- make sure the cube driver is set to a position X of 1000 meters
- animate with the rigify armature , make actions
Bake
- select fbx armature
- in pose mode, the fbx armature is following the rigify armature.
- bake its current animation to a new action:
- pose -> animation -> bake action
- make sure visual keying is selected
- when done move cube driver back to position X 0 so that the fbx armature is no longer bieng controlled by rigify armature
Export
- select fbx armature
- go into pose mode, make sure the animation playing back is the one that you want to export.
- options of note
- selected objects
- leaf bones (deselect this)
- deselect nla strips and all actions
- hit export , it should export just that one animation you have currently highlighted
Rig and Naming Conventions: