# Importing animations from FBX files

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Is it just me, or is the FBX horribly confusing?

We need to export animations from Maya or Blender, so I tried FBX and Collada for that. Reading meshes and stuff from these file format's is not a problem, but things get really blurry when it comes to joints, keyframes, et cetera. I gave up on Collada a long time before, and tried FBX, using Autodesk's (bloated) SDK.... With success! Until now...

One of the guys used Inverse Kinematics in his animation. But since I don't know how to handle that, we looked for a way to convert IK back to FK animations. Thus having 0,1 or more keyframes per joint that describe a certain rotation or transformation.

Problem is that I don't know or have Maya, nor some other program that can import animated FBX models. But I guess the "Bake animations" option in Maya's exporter is needed. Don't know if the guy who is exporting the model did strange things, but basically I had 3 different results:

- No FK data (no "eSkeleton" nodes to be found)

- A half animated model. Some of the joints seemed ok, others didn't move at all

- A HUGE (500+ MB) file containing, well, I dunno. Lot's of keyframes or something. Couldn't process it

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