Not a bug

FBX Export breaks pose

Anonymous 6 days ago updated by Peter - Soxware Developer 6 days ago 1

Hi,

This is my Export settings:

Image 1539

Using this settings, I could export an Animation to FBX format, but the poses are broken and not animated at all.

Image 1540

This is an original pose in UMotion editor.


Image 1541


Image 1542

These are the broken pose in the exported FBX.

UMotion Version:
1.29p04
Unity Version:
2022.3.62f1

Answer

Answer
Not a bug

Hi,
thank you very much for your support request.

The best way to export humanoid animations to FBX is by using the default setting (i.e. "Export to existing file"). Make sure to select the character's FBX file (of the character that you have assigned to the UMotion Pose Editor) as destination file. If you select the wrong FBX file as destination file, you get the errors tha you've mentioned in your other support request.

Unity's humanoid animation import pipeline works best when having a character mesh in the animation file. UMotion can only export the animation data itslef (not the mesh) so the "Export to existing file" mode is the way to have both mesh and animation data in the FBX file.

Best regards,
Peter

Answer
Not a bug

Hi,
thank you very much for your support request.

The best way to export humanoid animations to FBX is by using the default setting (i.e. "Export to existing file"). Make sure to select the character's FBX file (of the character that you have assigned to the UMotion Pose Editor) as destination file. If you select the wrong FBX file as destination file, you get the errors tha you've mentioned in your other support request.

Unity's humanoid animation import pipeline works best when having a character mesh in the animation file. UMotion can only export the animation data itslef (not the mesh) so the "Export to existing file" mode is the way to have both mesh and animation data in the FBX file.

Best regards,
Peter