Exporting multiple animations (takes) from Maya models to an FBX file
George V. Landon
Eastern Kentucky University

·         Fully model, texture, and Rig (bind skeleton) your model then save the scene

·         Using this scene develop a walk animation

·         Note: all animations should be “in place”.  The game engine will take care of moving the character.  What you need to worry about is making individual limbs move around to make this movement look realistic.

 

1.       Select the mesh and skeleton

2.       Export Selection

3.       Choose FBX filetype

4.       Check the following options

X Export to ASCII format

X Bake complex animation (match the timeline of your walking animation)

5.       This will create your FBX file

Inside the FBX file, the animations are stored as “takes”

;Takes and animation section

;----------------------------------------------------

 

Takes:  {

    Current: "Take 001"

    Take: "Take 001" {

FileName: "Take_001.tak"

        LocalTime: 1924423250,57732697500

        ReferenceTime: 1924423250,57732697500

 

       

        ;Models animation

        ;----------------------------------------------------

.

.  All of the specific joint information

.

.

 

        ;Generic nodes animation

        ;----------------------------------------------------

       

        ;Textures animation

        ;----------------------------------------------------

       

        ;Materials animation

        ;----------------------------------------------------

       

       

        ;Constraints animation

        ;----------------------------------------------------

    }

}

Inside of the “Takes” hierarchy, we can specify as many “Take” as needed.  Each should be given a unique name. 

For example:
Take: “Walk” {

 

·         By default Maya can only export one take.  We will work around this by exporting each animation as a separate FBX.

·         Using the original Maya scene, develop a new animation (i.e. jump).  This should be the only animation on the timeline and it should fill the entire timeline.  Once this animation is completed:

1.       Select the mesh and skeleton

2.       Export Selection

3.       Choose FBX filetype

4.       Check the following options

X Export animation only (!!!!!)

X Export to ASCII format

X Bake complex animation (match the timeline of your walking animation)

5.       This will create your FBX file (this FBX will only include animation information, but not the mesh)

 

Now copy the entire Take 001 from the animation (i.e. jump)  only FBX

Take: "Take 001" {

FileName: "Take_001.tak"

        LocalTime: 1924423250,57732697500

        ReferenceTime: 1924423250,57732697500

 

       

        ;Models animation

        ;----------------------------------------------------

.

.  All of the specific joint information

.

        ;Generic nodes animation

        ;----------------------------------------------------

       

        ;Textures animation

        ;----------------------------------------------------

       

        ;Materials animation

        ;----------------------------------------------------

       

       

        ;Constraints animation

        ;----------------------------------------------------

    }

}

And paste into the first FBX.  (Change Take names accordingly)

;Takes and animation section

;----------------------------------------------------

 

Takes:  {

    Current: "Walk"

    Take: "Walk" {

FileName: "walk.tak"

        LocalTime: 1924423250,57732697500

        ReferenceTime: 1924423250,57732697500

 

       

        ;Models animation

        ;----------------------------------------------------

.

.  All of the specific joint information

.

        ;Generic nodes animation

        ;----------------------------------------------------

       

        ;Textures animation

        ;----------------------------------------------------

       

        ;Materials animation

        ;----------------------------------------------------

       

       

        ;Constraints animation

        ;----------------------------------------------------

    }

 

   Take: "Jump" {

FileName: "jump.tak"

        LocalTime: 1924423250,57732697500

        ReferenceTime: 1924423250,57732697500

 

       

        ;Models animation

        ;----------------------------------------------------.

.All of the specific joint information

..

        ;Generic nodes animation

        ;----------------------------------------------------

       

        ;Textures animation

        ;----------------------------------------------------

        

        ;Materials animation

        ;----------------------------------------------------

       

       

        ;Constraints animation

        ;----------------------------------------------------

    }

}

 

This step can be repeated for as many animations as necessary.