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Axel Kohonen avatar image
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Axel Kohonen asked Phil BoBo commented

Is it possible to use the default operator animations for a custom character

Hi,

I would like to change the appearance of the standard operator, but still use the normal operator animations. Is it possible if I create an operator in Fuse + Mixamo that has the same size and skelaton as the normal operator?

Thank you!

Kind regards,

Axel

FlexSim 18.2.2
operator animationfbxmixamofuse
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Phil BoBo avatar image
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Phil BoBo answered Phil BoBo commented

Apply the Mixamo walk, carry, and idle animations to your new character and export them. (Make sure you check the "In Place" box.) Then adjust your new operator's animations to point at those animations.

You can't use the old operator's animations on a new character. Just apply walk, carry, and idle animations to your new character and use those ones.

It is not possible to "create an operator in Fuse + Mixamo that has the same size and skeleton as the normal operator." The normal operator has been significantly customized. You can apply new animations to the normal operator, but you can't apply its animations to a new character.

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Axel Kohonen avatar image Axel Kohonen commented ·

Hi @phil.bobo

Thank you for the answer! I think i found the correct carry and idle (search Mixamo animations for those words, but the carry one is called "walking" in Mixamo) animations, but not sure about the walking one as there are so many of them. Which one is the walking one or does it make any difference?

Kind regards,

Axel

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Phil BoBo avatar image Phil BoBo ♦♦ Axel Kohonen commented ·

Pick one you like. It doesn't really matter.

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Joshua S avatar image
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Joshua S answered Phil BoBo edited

Have you tried the new tool in 18.2.2, it allows you to change the textures and colors inside meshes?

If this isn't what you are going for take a look at this post by Phil that could be helpful.Animation Post


pic1.png (439.1 KiB)
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Axel Kohonen avatar image Axel Kohonen commented ·

HI @Joshua S

Thank you for pointing the new tool out. I had seen it, but not rellay tried it. The new tool works well in many situations if you get the textures correctly made, but e.g. to get a long sleeved operator that is not a working solution.Also, the original operator texture color bleeds through somehow when a color is layered on top of it which makes it hard to get the desired color.

I tried the steps in Phil's post, but it it clearly more complicated and the animations in Mixamo do not have the same amount of frames so it is harder to get the operator movement look smooth.

Can one get access to the textures that have been used for the FlexSim operator somehow? Then I could edit them and get the exact color while still keeping the nice looking creases etc. on the clothing. I know that the original operator .fbx files were posted by Phil here but I do not have a program in which I could open the .fbx files to change the textures.

Thank you.

Kind regards,

Axel

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Phil BoBo avatar image Phil BoBo ♦♦ Axel Kohonen commented ·

The textures are in the same directory as the operator fbx file.

For example: C:\Program Files\FlexSim 2018 Update 2\fs3d\Operator\OperatorMale_LowRes\OperatorMale_Body.png

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