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  • Method 1: Cut the animation of the FBX file into frames
  • Method 2: Cut the frame in 3ds Max and export
  • Method 3: Cut the frame and export by running the script in 3ds Max

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  1. Manual
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  3. 3D Model

Model animation cut frame tutorial

PreviousAR Model EditorNextUse Unity to do animation segmentation

Last updated 4 years ago

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Method 1: Cut the animation of the FBX file into frames

Under normal circumstances, the .fbx file (with animation) has a default action animation named Take 001, which contains all the animations of the model file; therefore, if we need separate animation division, we must perform Take 001 Layer processing, and then save the animation in turn.

As a layering tool, we choose MotionBulider2013, which is a 3D animation production software launched by Autodesk.

Note: In order to ensure good compatibility, you can do this: For example, if you export the FBX file, the FBX file version is 2015, then it is recommended to use MotionBulider2015 and latest versions.

Open MotionBulider2013, and then import the FBX file; the default action name of FBX is Take 001, and the total number of frames is 7010; we will cut the action of Take 001 into 3 segments, namely: Ty1 (0-2000 frames), Ty2 (20001- 4000 frames) and Ty3 (4001-7010 frames), we proceed as follows:

In the animation drop-down bar below the model, select Take 002 (new) to add a new animation item;

In the dialog box that pops up, select Yes; then you can see the Take 002 animation just added in the Takes collapsed item in the structure diagram at the bottom left; add the animation name Take 003 in the same operation steps.

We want to name the new model animations Ty1, Ty2, Ty3; therefore, under the Takes option of the structure tree, find the corresponding animation name (that is, just added to Take 002, Take 003 and the original Take 001), Then modify the animation name. Note: The name of the animation should preferably be a combination of English, numbers and spaces. Chinese characters are not accepted.

After creating a new animation, you need to set the number of frames for each animation. Our requirements are: Ty1 (0-2000 frames), Ty2 (20001-4000 frames) and Ty3 (4001-7010 frames); ------Select Ty1, enter 0 in Locol Start and 2000 in Locol Stop; ------Select Ty2, enter in Locol Start, 2001, enter 4000 in Locol Stop; ------Select Ty3, enter 4001 in Locol Start, and enter 7010 in Locol Stop. If you want other sub-frames, you can directly enter the corresponding frame number range in the start frame and end frame.

When we saving, the FBX file changed from only one default animation Take 001 to a model file containing three animations. As long as you add three animations separately in the editor, you can play the animations individually.

Method 2: Cut the frame in 3ds Max and export

Similarly, there is also a game exporter in Maya, which can cut animation frames; select "File"-"Game Exporter".

Method 3: Cut the frame and export by running the script in 3ds Max

Download the script file for 3ds Max first.

When checking "Custom Export", the exporter window that comes with 3ds Max will pop up, and then export according to the model animation specifications.

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