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Participant
August 25, 2022
Question

How to prepare animation sequences for 3D character?

  • August 25, 2022
  • 1 reply
  • 479 views

hi - not much happening here in the Community Forum yet, but here goes: I'm looking for Aero guidance on how to prepare a character and animation, so it reflects what is in the Starter Assets. In the Assets, there's a variety of characters and available short animation gestures that are mix-and-match, which can be accessed as a collection. I looking for information on how to prepare and package this approach. (I'm using Blender)

thanks

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1 reply

Inspiring
August 26, 2022

Hi loreleip22

Thanks for posting! So one of the fastest ways to animate a character is to use the free tool, Mixamo https://www.mixamo.com/ to use this you will need a 3D character model in t-pose(arms out to the side and legs straight) It will handle all of the rigging and offers a large amount of animations sets that you can apply. 

 

There is also the Mixamo pluging for Blender which will allow you to import the rigged charachter and add your own animation in Blender, see here: https://substance3d.adobe.com/plugins/mixamo-in-blender/

(There's a great HowTo video in the above link)

Let me know if that hlps and if you have anymore questions! Thanks!

 

 

Participant
August 26, 2022

hi Mark, and thanks for the quick reply. I'll clarify that I'm looking specifically for Aero guidance. I understand how to model/animate/export with Blender. What I don't know how to do how to package that file data for Aero, allowing me to create a collection of animation gestures that can be imported and assigned across a collection of related characters that I also have imported.

Participant
August 26, 2022

I believe this is called the "animation set." https://helpx.adobe.com/ca/aero/using/add-animated-assets-aero.html For example, each Aero asset character example can be assigned their own verison of dance, point, fidget, etc.., and these can be clustered to play in any order. Is there information on how to properly export my own character's animation sequence so I can replicate this method? In Unity, you bring in the character's compiled animation timeline, and then tag each section an label what it is, all within Unity. For Aero, it appears that is all done prior to import.