Import animations

BeginnerDesigner To animate a model, you need to use three kinds of assets together:

  • .3ds, .blend, .dae, .dxf, .fbx, .md2, .md3, .obj, .x

    Import a model, skeleton, or animation from a model file

  • Asset View (in the bottom pane by default). Asset View: and select Import directly from files. Open.
  • 3D model, animation, or skeleton from the model file.
  • 3D model, Xenko can import any additional materials, textures and skeletons it finds in the model file. You can also import the skeleton from the model (Import new skeleton), import no skeleton (Don’t use skeleton), or specify a different skeleton (Use existing skeleton) in the lower field.
  • Skeleton, Xenko imports only the skeleton from the model file. You might want to do this, for example, if you want to use it for a new skeleton that uses a subset of its nodes.
  • Animation, Xenko imports only the animation from the model file. This is sufficient for regular animations; for additive information, there are some extra steps. For details, see Additive animation. Asset View. Property Grid (on the right by default). For more information, see Animation properties.

    Use an animation asset

    AnimationComponent to an entity, then add the animation asset to the animation component. For more information, see Set up animations.
    Note
    Make sure you correctly skin your mesh to the skeleton. If you don’t, you won’t be able to animate your model correctly.

    See also

  • Animation index
  • Animation properties
  • Set up animations
  • Preview animations
  • Animation scripts
  • Additive animation
  • Procedural animation
  • Custom blend trees
  • Model node links
  • custom attributes