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dan ruffatto avatar image
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dan ruffatto asked Phil BoBo edited

How to add bone animations (FBX. file) into existing operators?

FlexSim 17.0.0
animations
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Phil BoBo avatar image
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Phil BoBo answered Phil BoBo edited

This post has a link to the article that explains how you can customize bone animations and the source files used to create the existing operators.

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dan ruffatto avatar image dan ruffatto commented ·

@phil.bobo

Thank you Phil.bobo but i have already read through this old post, it mostly describes how to change material type and textures. the only reference that comes close is where it says "Configuring Animations With the character loaded, you can import the fbx files with just animation data, and it will automatically apply that data to the shape." on page 14.

nowhere before or after does it mention how to load the FBX file into FlexSim. also i am trying to use the existing operator and attach a custom bone animation not load my own character.

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Phil BoBo avatar image Phil BoBo ♦♦ dan ruffatto commented ·

An fbx file is a 3D shape format that can be set on the Shape property of an object as any other 3D shape format:

In addition to the mesh information about the shape, an fbx file (and several other formats that FlexSim can import) can also contain a bone structure and information on how those bones animate the mesh in the file.

Information about how to use that animation info as animation clips that can be used in the FlexSim animator is found in the User Manual section Modeling Tools > Animation Creator > Key Concepts > Creating and Importing Custom Animations:

"also i am trying to use the existing operator and attach a custom bone animation not load my own character."

That's why there is a link to the source files used to create the default operators in that post. If you want to modify the existing operators, you need to open their files in 3ds Max, modify them there, re-export them, and then re-import them into FlexSim.

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