Import an FBX Animation
 
 
 

Imported FBX Animations are behaviors that apply complex keyframed animation to objects in the scene. The FBX animation itself is created in a separate application and imported into the scene with the behavior. FBX Animation behaviors can be controlled individually, linked to each other, and added to Storyboard slides to create a compelling presentation.

NoteSave a copy of your scene before creating or editing Imported FBX Animation behaviors. The complex object transformations in FBX animations are applied to objects outside of the normal Transformation Properties and the undo list.

If you pause an FBX animation and delete the behavior, your objects will retain the animation transformations but cannot be reset to their original locations. Always rewind or reset any animations before saving or transforming objects.

Recommended FBX workflow

  1. Set up and optimize the scene. Consider what objects will be animated and create appropriate groups of multiple objects.
    NoteIf multiple objects have the same material and transforms, consider Combining them to increase playback performance. See Optimize hardware rendering for quality for more information.
  2. Create alternatives and storyboard slides.

    Some objects to be animated may be part of alternatives, and animations can be triggered from Storyboard slides.

  3. Select the objects to be animated by a single behavior.
  4. Choose Select > Isolate Selected to hide all other objects in the scene.
  5. Select File > Export as FBX... to send the currently visible objects to an animation package for 3D reference. For more information, see Export As....
  6. Import the FBX into 3D animation software as reference geometry.
    NoteThe options available for FBX import will vary based on the animation application used. Autodesk Maya and Autodesk 3DStudio Max have robust and complete FBX support and are recommended for this work.
  7. In the animation software, animate the imported reference geometry with node-based, rigid animation.
    NoteSimple keyframed transformations such as translate, rotate, and scale are supported, as well as baked animations derived from Inverse Kinematics, Dynamics, or other node-based animation methods.

    Per-vertex and deformation animations are not supported.

  8. In the animation software, preview and test the animation using the imported reference geometry and a seconds-based timeline.
    NoteNot all scene animation needs to be created and exported at the same time. Multiple animation behaviors can be created and each behavior will have its own playback controls, but behaviors can be linked to play concurrently or added to slides to create complex presentations.
    In the animation software, export the selected object animations as FBX with the following conditions:
    • Export Animation Only.
    • Z-up World Coordinate Axis.
    • Bake Complex Animations (if not already baked)
    The export dialog box and supported features for FBX export will vary between animation packages. The FBX export dialog box for Maya 2008 is similar to the following:

Import the FBX Animation

  1. Press B to show the Behaviors interface.
  2. Click the arrow beside the Create button and select Import FBX Animation.

  3. A file browser window opens. Browse to and select the FBX file to use for the animation data.
    NoteIt is easiest to apply the FBX animation to the same geometry exported earlier via FBX. This will insure that the node names and structure match. If they match, the animation will automatically be applied.

    When the FBX animation file is loaded, the Animation Properties window will open.

  4. If you maintained the same hierarchy and names in your scene and imported FBX animation, a HUD message will appear stating “Existing nodes were mapped to the created animation behavior and some empty items were added to the scene. Press ‘O’ to view them in the Organizer.”
  5. The animation is automatically applied to matching nodes and can be previewed using the animation controls in the Behavior Properties window.

Set animation properties

  1. Double-click over the name field of the new behavior and type in its name. Or, double-click on the icon for the animation behavior to rename it later.

    This will help you identify the animation if you create several animations.

  2. Set the Play Mode to play Once and stop, to Loop over and over, or to Oscillate back and forth.

Play back the FBX animation

  1. In the Animation Properties window, click the Playback Controls button.

    Or, right-click the icon for the animation behavior in the Behaviors interface, and choose Animation Controls from the menu.

  2. This will open the Animation Controls window.
    NoteThe title of the window will be the same as the behavior name. Multiple behaviors can be played at the same time from multiple open Animation Control windows.
  3. Press the Play button to view the animation in the scene. Adjust the playback speed by pressing the “+” and “-” buttons to the right of the timeline scrub bar.

    For details on all of the controls in the Playback Controls window, see Play the turntable animation

Add FBX Animations to Storyboards

Animations can be added to Storyboard slides and triggered with different playback options when the slide is played. See Add behaviors to a slide for more information. To learn more about Storyboards, see Set up a storyboard.

See Also