In addition to being able to extend anima® with additional Characters, you can also import your own motion clips. Motion clips should be applied to an anima® compatible rig (almost any biped skeleton will be fine) and imported using the FBX format.
The anima® importer can automatically detect and adapt to multiple types of skeletons. However, sometimes they don’t work as expected or simply are not detected, and then it might be necessary to fine-tune the bone matching manually.
To take a closer look at the standard skeleton included used by anima®, follow the process described here to export any model in FBX and then import that FBX to any 3D animation software like 3dsMax, Maya, Cinema4D, Blender, Lightwave, etc.
8. Your new animation will now be available in the Motion Clips Library.
9. New clips don’t have a thumbnail. To generate one, go to theClip Informationpanel and clickto create a snapshot. You can also add aDescriptionor edit theNamefrom this panel.
10. To control the start and endpoint of the Motion, use theClipping Markerson the play bar.
11. Set theLoop Type:Cyclewill continuously play from beginning to end and Ping Pongplays the clip backward than forwards.
12. Set theClip Type, useStandingfor characters on the feet, andSittingfor seated characters.
13. Set the Motion Category and Tags. Motion Categories allow you to classify and create groups for types of movement. Tags allow you to control which characters the movement can be applied to. Please see theUsing Categories and Tagspage for more information.
14. ClickSaveonce you finished editing. Changes to motion clips are available in all scenes within a project.
UI Text Box
type
note
Remember to adjust poses for the new motion clip if necessary. Please take a look at the article Adjusting The Poses of Actors for more information.