Preparing Animations for Popul8 Express
Files & Asset Structure
General Recommendations
- Use consistent naming conventions for:
- FBX files
- Avoid:
- Namespaces
- Special characters in file or node names (e.g., accents, symbols, non-ASCII characters)
- Supported content includes:
- Bone-based rigs
- Set a consistent scene axis orientation (Y-up or Z-up) to match your project and template.
- Ensure all animation files use the same FPS setting.
- Any value between 15 and 60 FPS is supported.
- Low FPS values may produce visual artifacts.
Animation Guidelines
Best Practices for Animation
- Always use the same bone deformation rig as the template.
- For game animation, use looping animations with seamless transitions between the start and end frames.
- If you are using a control rig in a DCC application, follow these steps:
- Animate using the control rig.
- Bake the animation onto the deformation bone structure.
- Delete the control rig and geometry before exporting the animation.
⚠️ Note: Scaled animations may cause artifacts if the control rig is not properly set up. For example, in Maya, enabling “Segment Scale Compensation” on joints can introduce issues.
Updated 2 days ago