Unable to Read Animation File. Incorrect Root Joint Name, Use "Hip".

Prerequisites

  • A character with a T-Pose and other animations.

Import and Setup

To import your animation into Blender:

  1. Select theFile  → Import → FBX (.fbx)selection.
  2. In the Blender File View, navigate to your animation and select information technology.
  3. Under theArmature tab in the window'due south right panel, enable theAutomatic Bone Orientationoption and make sureForce Connect Children is disabled.

    Armature

    EnablingAutomated Bone Orientation ensures that the bones of your character are aligned correctly in Blender.

    If this option is not enabled, your grapheme's bones might announced as in the following image; you lot should nonetheless be able to successfully reorient the blitheness despite this.


    Improperly aligned bones

  4. In the Outliner, y'all should find your character model listed every bitArmature within the scene collection; rename it as preferred. Also delete the box, camera and light to avoid defoliation.
  5. Side by side, switch to theAnimation tab. On doing this, you should be able to see a preview of your animation in a console on the left, and a timeline at the bottom. Limit the frame range in the timeline according to the number of frames actually used by your blitheness.

    For example in the epitome below, since the animation only uses 32 frames, the value ofEnd at the lesser of timeline has been set to 32.


    Frame range express to 32

Setting Up a Root Bone

For the translation of an animation, CRYENGINE requires a root bone that acts equally the start bone in the parent-child hierarchy of joints.

Usually the relative position of the character is made the "root", which makes it easier to reorient the model than if, say, the hip joint acted equally the root. The root bone is also responsible for translating/rotating the model relative to the world space.

  1. Brainstorm past reorienting the character model (non the animation); click the renamed model in the Outliner, and then setRotate Z to 180in the Transform console on the right of your Blender window. This ensures that. by default, the model will face up in the correct management in the Engine.
  2. Switch toEdit Mode and add a bone using theAdd together → Single Bone option.

    Add → Single Bone
  3. The bone that is added might be larger than required; to scale it, click the arrow at the right terminate of the header of the 3D Viewport. This opens the Transform panel; reduce theLength value to something around, say, xl for example.

    Transform → LengthTo be able to run into the other bones in the model, navigate to the object data backdrop by clicking the  icon in the right panel, and so enable theIn Frontpick.

    In Front

Pairing the Root Os with the Hip Bone

To make the root bone a parent of the hip bone, click on the hip bone and then on the root os while propertyCtrl. This highlights the two basic; printingCtrl + P, and select theProceed Offset Here option from the popular-upwardly carte to complete the process.

TheKeep Offset Here option preserves the offset between the ii bones, equally opposed to connecting them.


Go on Commencement

The hip os should now be listed equally a child of the root in the Outliner.

Reorienting the Animation

  1. Switch toPose Mode,click on the root bone in the Viewport, and open the Transform console again by clicking the arrow at the right stop of the Viewport. Change the coordinate system toXYZ Euler in this panel.

    Pose Mode
  2. In the Transform panel, gear up Rotation X to 90,Rotation Y to 0, andRotation Z to 180.

    Rotation X, Y, Z

Although at this bespeak, the animation might be aligned equally in the epitome above, it would have withal have the right orientation when imported into CRYENGINE.

If you'd like the animation to play at a fixed position, you can get rid of the forrard motion as follows:

  1. Select the root and hip bone while holdingCtrl.
  2. Next, select thePose → Animation → Bake Blithenessoption; deselectSimply Selected Basic in the dialog that opens, and pressOK. This bakes the entire character instead of the selected bones just, creating an action track for the hip and root bones in the procedure.

    Only Selected Basic disabled
  3. Select everything in the Viewport; in the timeline, expand the action respective to the hip bone (mixamorig:Hips in the image instance beneath), and disable its Z Location.

    Disabling the hip action's the Z Location
  4. Bake the animation again viaPose → Animation → Bake Animationto consummate the process.

Exporting the Blitheness

  1. Select theFile → Export → FBX (.fbx)option in Blender.
  2. In the Blender File View window that opens, enable theBake Animation option.

    Broil animation
  3. Choose where you'd like to consign the FBX file, and click Export FBX to complete the process.

Importing the Animation in CRYENGINE

To examination the exported animation in CRYENGINE:

  1. Create/open an empty level, and then create a new folder in the Asset Browser; elevate and driblet your FBX file into this folder.
  2. Once all your imported files have been generated, elevate the.cdf (Character Definition File) into the Viewport.
  3. With the graphic symbol selected in the Viewport, assign an animation to it using theDefault Animation field in the Properties panel.

    You'll notice that when imported, the FBX file generates multiple animation files.

    Every time an animation is baked in Blender, a new action sequence is created, which in turn results in a new animation being created in CRYENGINE. If you've eliminated the forward motion of your animation in Blender, for example, you might finish upwardly with at least ii blitheness files in CRYENGINE – one with the forward motion, and one without.

If the animation was correctly reoriented in Blender, y'all should now exist able to run across it playing in the Y (frontwards) direction of CRYENGINE's globe coordinate organisation.

Video Tutorial

bellbumantall.blogspot.com

Source: https://docs.cryengine.com/display/CEMANUAL/Reorienting+Animations+in+Blender

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