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Can we import fbx animations exported from Unreal Engine or Maya into Cascadeur?

8 November 2020
Can we import fbx animations that were exported from Unreal Engine or Maya into Cascadeur? Trying to clean up animations that were done previously in Maya or already in Unreal Engine, Dying to know if we have anyway of getting them into Cascaduer?
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09 November 2020, 01:07

Answered my own question to an extent, having frame rate errors in some of my testing, but the exported animations from Maya or Unreal often come with either no Mesh - just the skeleton, or with a ton of LODs (you can specify on export from UE4 though) and Cascadeur won't apply that animation unless it matches the mesh already in the scene. My work around for the ones I only had skeletons for was to export the UE4 Man from Cascadeur and open in Maya. After you bring this Cascadeur fbx file in, you can import the other animation skeletons fbx files and it applies the animation directly. May come in rotated oddly depending on your settings for Y Up or Z uyp - but exporting the first frame of this and importing back into the UE4 man scene works immediately. I need to see if I can fix those frame rate errors and get whole animations brought in, so far only got 1 framed pose. Bottom line is that the *** mesh needs to be exported with that animation to get it into Cascadeur's UE4 man scene.

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09 November 2020, 01:22

OK solved, 30 FPS export with the mesh there from Maya is working perfectly when imported with animation to Cascadeur - done.

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10 November 2020, 14:01

I am glad that you found a solution and I will show your workaround to our team!

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06 December 2020, 00:16

I'm very interested in this concept. I'm dealing with massive data from a low-end mocap suit. I can import these fbx files and correct them using the tools in Cascadeur? If so can you please explain in detail how to do this (import the data)?

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07 December 2020, 12:24

You can find instructions for the import in our documentation. [URL]https://cascadeur.com/help/import_fbxdae[/URL]

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05 February 2022, 03:48

Hi @Solid Cloud Could you help me out? I'm having *** exporting my animation from maya to cascadeur. I dont know how to export out the joints separately as they're all contrainted by controllers.

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08 February 2022, 13:59

Rose, what do you mean by "all contrainted by controllers"? If you want to export the rig from Maya to other programs, then it should have a chain of deforming joints, which you need to export. If there is no such chain - then this rig was not meant to be exported to any other software (including Cascadeur).

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