Answered

Exporting Final IK animation to fbx not possible because IK target doesn't exist in fbx

Anonymous 2 months ago updated by Peter - Soxware Developer 2 months ago 1

Hi there,
I want to use Final IK with UMotion.

I read the threads in this forum how to use it and it works absolutely fine, except I cannot export the clip into an existing FBX file.
An error message appears that the bone I'm using as the Final IK target does not exist in the FBX file (which is of course correct).

So is there a way that I can export clips created with Final IK into an existing FBX?

Thanks!

UMotion Version:
Unity Version:

Answer

Answer
Answered

Hi,

thank you very much for your support request.

There is currently no way to tell UMotion that a transform that was added outside of UMotion should be ignored when exporting to FBX. That's what the custom transforms in UMotion have been designed for (they are ignored when exporting as they only live inside UMotion). Unfortunately, you can't address these transforms from within your final IK components.

I see two possible workarounds:

  1. Use Unity's FBX exporter to export your new character configuration (including the IK targets) into a fresh FBX file. You can get Unity's FBX exporter via Unity's package manager (don't use the FBX exporter from the asset store, it's deprecated). Then use UMotion to export the animation into that fresh FBX.
  2. Use your 3D modeling application of choice and add the IK targets manually to the existing FBX file.

I hope that helps. Please let me know in case you have any follow-up questions.

Best regards,
Peter

Answer
Answered

Hi,

thank you very much for your support request.

There is currently no way to tell UMotion that a transform that was added outside of UMotion should be ignored when exporting to FBX. That's what the custom transforms in UMotion have been designed for (they are ignored when exporting as they only live inside UMotion). Unfortunately, you can't address these transforms from within your final IK components.

I see two possible workarounds:

  1. Use Unity's FBX exporter to export your new character configuration (including the IK targets) into a fresh FBX file. You can get Unity's FBX exporter via Unity's package manager (don't use the FBX exporter from the asset store, it's deprecated). Then use UMotion to export the animation into that fresh FBX.
  2. Use your 3D modeling application of choice and add the IK targets manually to the existing FBX file.

I hope that helps. Please let me know in case you have any follow-up questions.

Best regards,
Peter