This page provides information about the export method of individual actors and animations.
The information in this page is about legacy Anima versions up to 5.6.
Overview
If you need to use a Rigged actor or a Motion Clip outside anima®, you can easily export both of them to FBX following this process:
Please read more about the limitations on the Export process explained in the following article: Export Scenes.
Steps
- Start a new empty scene and drop the actor you want to export.
2. Move the actor to the 0,0,0 coords of the scene by editing his transform:
3. Search and select the motion clip that you want to export. In this example, we will search for the T-Pose in the library tab (since anima® 3.5 the name changed to A-pose):
4. Drag and drop the selected motion over the actor in the scene.
5. Now you are ready to export the scene (save it first!).
6. Set the export parameters that best fit your needs (these ones work well for 3ds Max).
7. Then import the FBX in your preferred 3d application (we will use 3ds Max as an example).
8. You can use the “Autodesk Media & Entertainment” preset settings to quickly set up the import parameters. Make sure to activate the “Animation” option if you are importing a motion clip.
And that is the result. The mesh with all the standard textures applied and skinned to the same skeleton rig that is used inside the Anima application.
You can use the exported actors to inspect the bone structure that is used inside anima® and see how you can map your custom characters’ rig to avoid compatibility issues.