Animations – importing animations of skeletons, where animation ends up being baked.
Maya
Animate the skeleton by setting keys on the controls
For animation, make sure there are keys on frame 0 so that the rig is in its bind (default pose) at that frame. (In other words, all controls should be keyed to 0 at frame 0, or at least for all controls that are animated)
To test: not having keys on some joints at 0
Select the joints to be exported
Select gmRoot (top node of skinned skeleton rig)
In the File menu choose Export Selection (or Export All if you want to export everything in the scene regardless of selection).
Choose the location and name for the FBX file to export the animation to and set the appropriate options in the FBX Export dialog and then click the button to create the FBX file
Geometry (should be none selected, so shouldn’t be relevant)
Animation: ON
Bake Animation: ON
Set Start, End Frames as desired (Start should be frame 1, or whatever frame the animation officially starts at)
Deformed Models: ALL ON
Embed Media: OFF (should not be relevant, but can turn off just in case)
To reduce file size, make sure to use the following (doesn’t reduce quality):
Curve Filters: ON
Constant Key Reducer: ON
UDK
If first animation, need to create associated Animation Set
right click on SkeletalMesh in Content Browser, and select “Create new AnimSet from Mesh”, rename as desired, by our AnimSet naming conventions
An “AnimSet” node will appear in the Content Browser
If not already oriented this way, apply the pitch/yaw/roll in the “Mesh Tab” as below (the result should be the model faces towards the positive X axis)
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