Avatars
- Last UpdatedJul 04, 2024
- 1 minute read
An Avatar is composed by two different type of files:
-
Skeletal Model. The Meshes and the Skeleton structure.
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Skeletal Animation. The Skeleton’s animated transformations.
When the FBX importer finds a Skeleton, it will generate either:
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A Skeletal Animation, if the Skeleton has any animation keys.
or
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A Skeletal Model, if the Skeleton is static.
Meshes
Meshes can be either:
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Skinned. They can be placed anywhere in the hierarchy.
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Attached to a bone. Unskinned Meshes that are parented to a Skeleton’s Bone will animate following their parent.
All other Meshes will be imported as standard Meshes.
Requirement
When exporting the FBX, the root bone of the Skeleton must not have any parent. It must be in the root space of the hierarchy.
Note: The designer can use any kind of hierarchy; however, before exporting the FBX, the Skeleton must be unlinked from any parent.
Known Issues
These known issues can occur during the import process.
Wrong skeletal model
|
Issue |
My Skeletal Model is exported as Skeletal Animation instead. |
|
Solution |
Use the noanim parameter inside the config.xml, or through the command line. |
No skeletal model generated
|
Issue |
No Skeletal Model or Skeletal Animation is generated |
|
Problem |
When exporting a Skeletal Model made with Biped, the FBX exporter will tag it as not visible and the importer by default will skip that hierarchy. |
|
Solution |
Use the everything parameter inside the config xml, or through the command line. |