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JasonWeise

5
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A member registered Mar 21, 2020

Recent community posts

Thanks for the speedy response @Deakcor.

I think this sounds like what I am trying to achieve, a gif will definitely help.

Does this mean I can use an animation off another imported model on my "main" model? I don't mind having multiple "animation models" in the meantime until the animation system is improved.

Thanks again.

Hi all

Is there a way to import animation from an fbx file and apply to a model that has already been imported?

What I want to do it import my skeletal mesh and shade it the way I want, then import some FBX files with just the bone animations I want.

When I import the animations now, they import just fine but I cannot find a way to apply them to the actual model, they seem to only be applicable to the single object (if that make sense).

What I am trying to achieve in steps:

1. Import my model with skeleton

2. Shade it as I want

3. Import animations (using exactly the same skeleton as the model) such as walk, idle, run etc...

4. Apply those animations to my model.


Hopefully I am just missing some specific step, hope someone can help :)

Here is another character export with bones showing that show what I am talking about above.


If it helps, I think I know why it is clipping but I don't think I can fix it (the developer will need to)

The bounding box is starting at the tip of the head bone but the size of the bounding box appears to be calculated off the actual bounds of the mesh, so the bounding box is being moved down to start at the tip of the head bone.

You can confirm this by showing bones and you will see the bounding box is perfectly aligned with the head bone tip, not the top of the actual mesh (if that makes sense)

Hi All

I have just purchased PixelOver and I want to start be saying I think it is an absolute work of art, fantastic work!

I am having an issue though, when I import an FBX character that is rigged, I the exported sprites have the head clipped off and when you select the model in the viewport, you can see the box doesn't fully surround the character.

I have tried this with a character with animation, and a character just in T-Pose with exactly the same result.

Does anyone have any advice on how to make the export "box / canvas" match the character extents.

NOTE: A static FBX (such as  a prop) works just fine, the bounding box/canvas is perfect and exports the sprite perfectly as well.

Example of what I get with a FBX rigged character I want to convert to pixel art.