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Trying to understand FBX models

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Hello all, I'm trying to work with an FBX model I downloaded and I'm a bit confused about how animation works with FBX. The file I downloaded also came with a text file describing the animations. This is what it looks like:


005 - 100 Idle
105 - 145 walk
150 - 180 run
185 - 285 alert
290 - 390 converstaion

What do these numbers correspond to? How do I access the different meshes at these animated states? If anyone here has experience working with the FBX SDK, I'd appreciate any help. Thank you.

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Those are likely frame start/end numbers for your animation.


[quote]
[left][background=rgb(250, 251, 252)]How do I access the different meshes at these animated states. [/background][/left]
[/quote]

[left][background=rgb(250, 251, 252)]The FBX SDK documentation tells you how to do that.[/background][/left]

[left][background=rgb(250, 251, 252)]The tricky parts (other stuff is pretty self-explanatory from reading the SDK docs)[/background][/left]

[left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]- concept of a 'skin' maps to a FBX deformer (with type=skin)[/background][/font][/color][/left]

[left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]- concept of a 'joint' maps to a FBX cluster[/background][/font][/color][/left]

[left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]- splitting mesh by material destroys the animation data (I vaguely remember getting frustrated over this...)[/background][/font][/color][/left]

[left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][background=rgb(250, 251, 252)]- to get an object's property at a specific time, use an Evaluator[/background][/font][/color] (scene->GetEvaluator())[/left] Edited by jameszhao00

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This topic is 2050 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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