The import process for theRiggedmodels is almost the same than for thePosedmodels (which is explained in the articleImport Posed models), but it has a few important differences that will help you define howanima® must use the information about thebone 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 theProject 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 theBind Posethat you want to use as apose referenceto try to match the skeleton of your model with the standard anima® skeleton. Thebind pose definition can have a huge impact on the correct interpretation of the rig by the importer. The rule of thumb is:the more theFBX bind posematches the standardanima® 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 thefirst frameof 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 willignore anybind pose definitionincluded in the FBX and willforcethe use of the first frame of the animationincluded in the file as thebind pose. This parameter was introduced to be able to easily define a customizedbind posein 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 rotation: NO), 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 rotation: YES). 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: