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After importing a custom rigged character you will be able to use it in all your simulations, just like you can use any of the AXYZ Metropoly®Library actors included by default in the library.
The static models cannot be animated by anima® Anima because they don’t have a bone structure, but the advantage of adding them to the Anima library is that once imported, you can use them through the Drag & Drop Gallery panel directly inside your 3D application thanks to the anima® Anima plugins for 3dsMax®3ds Max, Maya®Maya, Cinema4D®Cinema 4D, and UnrealEngine®Unreal Engine. Take a look at the video tutorial available here to see how fast and easy it is to use this panel.
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As the FBX format specification can have problems recognizing the shaders from some renderers (V-Ray, Corona, Arnold, Redshift, etc.), the best way to ensure the compatibility and export correctly all the textures used in the model is to apply only basic standard shaders before exporting the FBX from your application (3dsMax3ds Max, Maya, Cinema4DCinema 4D, Blender, etc.).
Also, to avoid problems with the paths of the textures, it’s recommended to use the option “embed media” that includes all the textures inside the FBX itself.
Keep in mind that this “standard shader” configuration used on the FBX won’t affect in any way the capabilities of our anima® Anima plugins to adapt the shaders of the actors to any Render Engine that you may have selected on your 3D application. Don’t worry, that will still happen, this is only to get all the textures used in the models to be recognized correctly by the FBX exporter first and then by Anima too.
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Import your FBX into Anima
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Use the Imported Model on all Projects
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Related Topics
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