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I have a slight issue when working with exported animations. When I export an animation from UMotion to FBX and then import it in Blender (stable version 2.79) it is imported as an animated hierarchy of empties instead of an armature / rig with bones. Is there any solution for this? I could of course create a rig and transfer the motion via constraints in Blender, but it is a lot of work, especially if you have multiple animations (I believe you would have to create bone constrains anew after each import...).


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Hi Maciek,
thank you very much for your support request.

Yes, I would recommend that you let UMotion export the animation into the existing *.FBX file of your model/character. Then all the mesh/bone information is preserved. You can do this by changing the "Write Mode" in the UMotion export settings to "Update existing file". Then select the *.FBX of your character (or a duplication of it) as "Destination File".

Please let me know if you have any follow-up questions.

Best regards,

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