3DS / MAYA - multiple FBX exportation (takes) by text editing (with no plugins)
tested with one single animated object by translation with max 3ds 2012,
tutorial from Metaio with personal implementations
Lately I had to go through FBX exportation with multiple takes what that means is basically this:
You have a single scene with an Animated model (by translation or by rigging) that has different actions or states/takes (Idle, Run, Jump, etc.) and you want them to have a name so they can activate on request by code(in my case was for Metaio, but it's the "same" for any other developing software). Things is you cannot give names inside 3DS or MAYA to a range of frames(without a plugin) so here is what you must do:
0) make sure your FBX exporter is higher than 2011.1
1) Export your entire scene as a single FBX file (0-nframe, n=entire range of animations: idle,run,jump etc.) and call it entire.fbx
FBX SETTINGS
- press "bake animation"
tested with one single animated object by translation with max 3ds 2012,
tutorial from Metaio with personal implementations
Lately I had to go through FBX exportation with multiple takes what that means is basically this:
You have a single scene with an Animated model (by translation or by rigging) that has different actions or states/takes (Idle, Run, Jump, etc.) and you want them to have a name so they can activate on request by code(in my case was for Metaio, but it's the "same" for any other developing software). Things is you cannot give names inside 3DS or MAYA to a range of frames(without a plugin) so here is what you must do:
0) make sure your FBX exporter is higher than 2011.1
1) Export your entire scene as a single FBX file (0-nframe, n=entire range of animations: idle,run,jump etc.) and call it entire.fbx
FBX SETTINGS
- press "bake animation"
- select FBX exporter 2009 (or 2010) and type ASCII (under FBX file format)
2) Now you must crop the scene into single actions(idle, run, jump etc.) as single FBX files (check twice to see that what you exported is correct)
3) So you now have the entire.fbx, and few other animations as .fbx (run.fbx, idle.fbx, jump.fbx etc.)
4) Open these last file with a text editor (notepad)
5) find "Take 001" under "Takes and animation section" (this is the standard name of your animation)
6) replace "Take 001" and "Take_001.tak" with your name for that specific animation es: "Idle" and "Idle.tak"
7) do so for all the animations except the entire.fbx (naming accordingly)
8) copy everything from
"Take:"Idle"
to way down below
;Constraints Animation;
-------------------------------------------}
8) now open the entire.fbx file and replace from "Take:" to ;Constraints Animation; -------------------------------------------}
adding the new animations after the bracket
9) you will now have 3 (in this case)Tagged Animations which you can access calling "Idle", "Run" and "Jump"
10) if you want to add a new animation that u forgot to add at step 3, you can simply edit it importing one of your FBX files+modify the scene, and then export it as a new FBX and do again steps 8 and 9.
hope this helps
3) So you now have the entire.fbx, and few other animations as .fbx (run.fbx, idle.fbx, jump.fbx etc.)
4) Open these last file with a text editor (notepad)
5) find "Take 001" under "Takes and animation section" (this is the standard name of your animation)
6) replace "Take 001" and "Take_001.tak" with your name for that specific animation es: "Idle" and "Idle.tak"
7) do so for all the animations except the entire.fbx (naming accordingly)
8) copy everything from
"Take:"Idle"
to way down below
;Constraints Animation;
-------------------------------------------}
8) now open the entire.fbx file and replace from "Take:" to ;Constraints Animation; -------------------------------------------}
adding the new animations after the bracket
9) you will now have 3 (in this case)Tagged Animations which you can access calling "Idle", "Run" and "Jump"
10) if you want to add a new animation that u forgot to add at step 3, you can simply edit it importing one of your FBX files+modify the scene, and then export it as a new FBX and do again steps 8 and 9.
hope this helps
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