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The import process for theRiggedmodels is almost the same than for thePosed models (which is explained in the article Import Posed models), but it has a few important differences that will help you define how anima® must use the information about the bone structure included in the source FBX file.

1. Open the Project for new Characters and change the

Anima 

Anima UI Mode to Editing Mode.

2. In

the 

the Actors Library, at the Project tab click the [+] button on the right side to start the import process.

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3. The Import Actor dialog will open. Click on the Input File three little dots on the right side of the filename field and browse to the FBX file of your model.

4. Select the file units to match your project units and the maximum texture quality of the model that you want to set.

5. Choose the Bind Pose that you want to use as a pose reference to try to match the skeleton of your model with the standard anima® skeleton. The bind pose definition can have a huge impact on the correct interpretation of the rig by the importer. The rule of thumb is: the more the FBX bind pose matches the standard anima® bind pose, the better the anima® rig will adapt to the imported FBX model.
There are 2 options:

      • Auto:  This will detect if your FBX file includes a bind pose definition. If it’s not found, anima® will use the pose of the model as it is in the first frame of the animation included in the file. The presence of a bind pose definition depends on how the FBX was created. As it is not required in the FBX standard, it may or may not be included depending on the Software and the export parameters used to make it.
      • First Frame: This will ignore any bind pose definition included in the FBX and will force the use of the first frame of the animation included in the file as the bind pose. This parameter was introduced to be able to easily define a customized bind pose in Softwares whose FBX exporter does not include any option to customize it (like 3dsMax®). As said before, a customized bind pose that matches the standard anima® bind pose can help a lot to avoid import problems.

6. Select if you want the importer to keep the FBX model orientation as it is (Automatic rotationNO), or try to automatically detect the best initial orientation for anima® based on the rotations and movements of the animation stored in the file (Automatic rotationYES). The default option (YES) will work fine in most situations.

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7. Click IMPORT to start the rig matching process.

At this point, the importer will read the mesh and the texture information from the FBX file and then will try to adapt the anima® skeleton to the one included used by the model. To do that, it will read the bone structure of the FBX model, and if it is already known, anima® will show you a dialog like this one:

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