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 28 days ago