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    Exporting Takes for use in Unity

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    takes fbx export
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    • A
      arm-afternoon last edited by

      Hi -

      I have a rigged object with different sets of animations, which I'm using the Takes system for. I'm then exporting the model as an FBX file for use in Unity.

      The problem I'm running into: for one of my Takes, I'm applying a deformer (shear) to distort the mesh. In order to get this deformation to appear in the fbx file, I have to bake the object (timeline>functions>bake objects), however once I do so, the object is deformed in every Take. Overrides/no overrides, every combination I can think to try, I either get no deformation in the fbx, or the same deformation across all Takes. I just need the shear effect in one Take and not the rest.

      Am I doing something wrong? Missing a step? Or is what I'm trying just not possible? We're looking at perhaps applying the shear dynamically in Unity but it would be nice to manage all animations in one place.

      Thank you!

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      • Dr. Sassi
        Dr. Sassi last edited by Dr. Sassi

        Hi arm-afternoon,

        Takes are parameter-driven "sets" of information. This way, perhaps setting ones to visible and others to not (or activate/de-activate) might work.

        I'm not familiar with the workflow or exact target you have, so please test this:

        CV4_2024_drs_24_CAte_01.c4d

        I have used a PoseMorph here, while the "Blend-Shape is an object from the Object Manager (with this, changes are easy, as the object is present.

        When you click through the Takes, you will see the effect.

        Fingers crossed, that will fit to your workflow, but my gut feeling tells me, we have to look deeper...

        All the best

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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