Animate 3D allows y'all to upload a custom 3D character directly to the cloud for you to preview your animations on, and then download them retargeted onto your character in an .FBX, .BVH, .GLB or in a ready-to-view .MP4 format.

If you're looking for Face up Tracking, please check out our Face Tracking FAQ here.

How do I know what 3D character to use?

3D characters come in all shapes and sizes. To have a successful output, you need the following:

  • Rigged 3D Character - A rigged 3D grapheme has a skeleton that you're able to retarget your blitheness to, versus a 3D grapheme that has only mesh. (Run across specifics on rig setup beneath)
  • Humanoid - We can only capture homo movement at this time, so need humanoid characters to friction match the animation.
  • .FBX & .GLB File Types - We currently but support these type of 3D file upload at this time.

Where can I find 3D characters?

We take partnered with Wolf3D, enabling the creation of custom avatars directly within Breathing 3D. Using the Ready Player Me avatar generator, you can create your own grapheme, which and so gets saved direct to your business relationship, ready for animation! Check out our walkthrough for how to employ this feature.

Bank check out these other 3D model websites to discover boosted characters to use with your animations:

  • Mixamo
  • Sketchfab
  • Turbosquid

What is animation retargeting?

Being able to upload a custom character enables you lot to assign your animation to a character of your pick. "Retargeting" refers to assigning the joints of the blitheness to the joints of your character.

Why does uploading a Custom Character matter?

Game engines like Unity and Unreal have their own auto-mapping algorithms to aid the process of retargeting. Yet, software like Blender doesn't have an piece of cake way to do this. If the result has already been retargeted to the custom character, the animation can be directly used on the character, in 3D software. This saves fourth dimension for both situations.

Additionally, if you're interested in just the .MP4 video output, this enables you to have characters of your choosing without needing to download the animation files and edit them.


NOTE: The below settings are for avant-garde users who want to edit or create their ain grapheme rigs.

How should my character be rigged?

If the humanoid model y'all're using is non rigged correctly for Animate 3D, you will typically get a detailed error telling you what the specific consequence is that needs to be fixed.

Image Description

Beneath is a detailed description of the proper rig setup that works best with Animate 3D:

General

The cleaner the file, the improve. It is improve to include only the needed character mesh and rigging information in the uploaded .FBX or .GLB file, without extra data such as animations and environs models.

Character

  • Only i character in the upload file.

Pose

  • The model should be positioned in a T-pose when you export your model, i.eastward. the model's default pose is a T pose.
  • The anxiety of the graphic symbol needs to be put on the origin plane.

Joint Names

  • Make sure the joint names are all unique.
  • Make certain no space is in the names. This is very important.

Rotation Order

  • We recommend using XYZ for your joint rotation order. The joints not with the XYZ rotation club will exist converted to XYZ.

Articulation Scale

  • Please avoid using scale on the joints. If you lot need to scale upwards the whole skeleton, please apply it at a root node.

Size

  • The model should be scaled correctly in human being proportion. The height should be around ane.7m (5'6") alpine.

Rig Bureaucracy

Annotation: The model should include all the required joints in the following hierarchy, non necessarily the same proper name.

  • The cleaner the rig hierarchy, the better.
  • We only support models with one root articulation. For example, the following bureaucracy volition non piece of work:

Image Description

  • If the peel is bound to nodes that are not articulation blazon (e.k. Maya locators), the node will be skipped in the processing and will cause problems. Thus please don't have non-joint blazon nodes in the middle of the hierarchy.

E.g. the post-obit may generate the wrong result

Image Description

E.k. the post-obit should work fine

Image Description

  • The model should include all the required joints in the following hierarchy, non necessarily the same name. The number indicates the allowed joint level between the joint and its children:
  • The numbers side by side to the joint names betoken the immune articulation level betwixt the joint itself and its children, e.grand. Left Hip(2). As an instance, the ii side by side to the Left Hip means its kid, Left Knee, tin be one or two levels downward the hierarchy.