ACTORS

Export anima® actors in a t-pose

If you want to use any actor outside anima®, you can easily export it to FBX in T-pose following this process: Start a new empty scene and drag’n’drop any actor you want to export. Move the actor to the 0,0,0 coords of the scene by editing his transform: Search the T-Pose motion in the library tab: […]

Material

Materials The character should use a single Multi/Sub-object material but there’s no limit on the number of sub-materials. Anima will automatically detect the materials and their diffuse maps and make them available in Anima to create color variations. See the previous article for more information about this process. Because we’re using the FBX file format, […]

Character Specification

Character Specification The Standard Actor Rig The rig used by Anima has a total of 67 bones as shown in the sections below. For convenience we’ve broken this description down into body parts so you can see clearly the bones used and the naming conventions. Anima supports four naming conventions for bones including those used by our […]

Creating a compatible FBX from a Metropoly Rigged character

Creating a compatible FBX from a Metropoly Rigged character When you purchase a Metropoly Rigged character you have the option to download it in several different formats. To work with Anima we need to convert it to FBX format. To do this you need to just open it in 3ds Max or Cinema 4d and […]

Installing Actors

Installing Actors If you have downloaded your actors to your downloads folder, next time that you open Anima, a pop up window will appear asking if you will like to install the new assets. After clicking “Yes” another window will confirm that the product has been successfully imported. The new actor(.y) will be automatically Installed […]

Purchasing Actors

Purchasing characters inside Anima Now you can purchase Rigged and Ready-posed characters without leaving Anima. Add one or multiple actors to your project at once. Under Actors Library, Go to Rigged or Ready-posed tabs Click on the shopping cart  Alternatively Go to Editing mode In the Actors Library, scroll down or right click on system tab […]

Importing (.Fbx) characters

Importing a .fbx character inside Anima To import one or more character into Anima, follow these steps: Open the Project for new Characters and change the Anima UI Mode to Editing Mode. In the Actors Library, beside the Project tab click the + button to start adding a new character. The Import Model menu will open. […]

Using Categories and Tags

Tags and categories help to to organize your resources and tell the system how to match appropriate motion clips to characters. Tags are used to define the attributes of actors. Examples might include age, gender, ethnicity type of dress etc. Categories are used to group and describe types of motion clips. Examples might include Walking, […]

Creating Color Variations

Anima’s texturing tools give you the ability to quickly and effortlessly generate limitless color variations for your characters. Using the easy to understand editor view you can specify exactly which sub materials will be used to limit color variations to individual or a selection of parts of the model. This is ideal for preserving skin […]

Editing Individual Actors

To perfect your animation, Anima allows you to easily change every aspect of individual characters once they’re been created. You can even move characters between areas, just drag an actor from one area to another and their behavior will update automatically. Procedures To change an existing character’s model Either Drag a new actor from the […]