How to transfer .FBX animations from one character to another?

I’ve got two characters with similar rigging. They each have their own .FBX animations. How would I go about using the .FBX animations from one of the characters on the other character?

I’ve tried making duplicates of the .FBX files and renaming them, such as Character1@walking changed to Character2@walking, but this doesn’t work. I’ve noticed that within the .FBX files there are meshes for the individual characters and I can’t seem to change what’s inside the .FBX files - I can’t delete the meshes from a character 1 .FBX file and paste in the meshes from a character 2 .FBX file - so I’m thinking maybe this is the problem.

Could anyone please explain to me what I need to do to make this work, or if it’s even possible?

The only way I’ve found to do it is for the rigs to be IDENTICAL, in structure and naming, and to copy/paste the animations across from one rig to the other. I’ve done that in Blender without any problems - it’s fiddly, but it works.

Unfortunately it doesn’t help if you’ve got slightly different rigs - but I guess you could just highlight the animations from the parts of the rigs common to both and copy/paste those?

If you are only concerned about using them in Unity and you are using mecanim - it is simply a matter of setting up an animator component that can contain animations from either/both fbx then using it on either/both models.

If you literally want to reuse in the same fbx outside of unity - you will have to use something like maya to retarget.

I finally figured out how to do it. I used a program called MotionBuilder and followed this tutorial: http://cgi.tutsplus.com/articles/re-targeting-motion-capture-data-to-game-characters-using-motionbuilder–cg-15967

The tutorial video is 28 minutes long but once I learned everything it had to teach I can now do what’s in the video in about 2 minutes, depending on the differences between the rigs. Using characters with near-identical rigs it takes just a minute or two. Using characters with very different rigs it can take a bit to line up the bone structure and re-key the animation to fit the new rig but it’s do-able. Even with near-identical rigs the transfer isn’t always perfect and requires a bit of tweaking, but it doesn’t take that long.

I’m extremely relieved to have stumbled across this solution, it’s solved a major kink in my workflow.

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hi, I like your post I want to learn to retarget animation, plzz help me my id skipe is MENTOLATUX

HELP ME MAN TO RETARGET ANIM

Thanks for this guide, i look forward to your game.