Adding Animation to Existing Bones
I'm trying to use a workflow where I import an FBX of a T-posed character mesh & skeleton with no animation. Then import FBX of just skeleton animation data and attach it to that skeleton.
To test it, I imported an FBX of my character containing 1 animation track for his skeletong. This works fine.
Then I imported the FBX of alternative animations. Those are not working because in Lens studio they are recognized as a seperate skeleton rather than being auto put on the original skeleton with same name bones.
I tried to essentially copy the newly imported animations to the original skeleton by selecting the hips of the original skeleton and adding an animation layer (I added base layer), and when prompted to select, i navigate in the little file explorer window that pops up within lens studio and choose the bone of the same name from the newly imported FBX folder.
Then in my animation mixer I can create a new clip which references this new animation layer. Thus allowing me to call on this animation via scripting, etc.
This works, but only for that specific bone. And so to fully copy animation for the character, I need to create a new animation layer on every single bone, navigate to the folder for the new FBX and select its associated same named pair. This is very tedious, and not really worth it if it can be avoided.
It seems like an easy enough fix for your devs tho, to just add a feature where you can automate this process of copying animation from a folder containing bones with the same name as the target skeleton, to the target skeleton, and applying this animation as a new layer on each bone.
I guess as i write this i realize this is more of a suggested feature than a question, but my original question was.. is there a faster way to do this or is this just a lens studio limitation at the moment?
Thanks!
Tim
Hi Tim,
Thanks for sharing your feedback on this workflow. If your current method is working out for you, I would suggest creating a script to automate it, however setting it up would require the same amount of Inspector work every time you have a new skeleton.
In the meantime, I'll bring this up with support as a possible feature request. Let me know if you have any questions about how to create a script for your workflow.
Best,
Peter