Anime Studio 10.1 New Features Overview
Join Fahim Niaz, Mike Clifton, Jason Cozy and other Anime Studio team members in this 1-hour webinar as they review the exciting new features in Anime Studio 10.1. The team will demonstrate new workflow improvements and feature enhancements in Anime Studio 10.1 including timeline markers, "shy" bones, updates to GPU acceleration, saving to Anime Studio 9 and exporting to FBX. All of this plus more! The webinar will conclude with a brief questions and answers session.
Presented by the Anime Studio Team
Watch it now! Go here: http://my.smithmicro.com/webinars/anime ... index.html
Webinar Recording Available
Moderators: Víctor Paredes, Belgarath, slowtiger
Re: Webinar Recording Available
Does FBX export support Switch Layers?
Re: Webinar Recording Available
Yes, it does support switch layers. The FBX format allows for "nodes" to have their visibility animated - essentially objects can appear and disappear. We use this to export switch layers.
Unfortunately, Unity ignores this property when importing FBX files (other apps do support it). The good news is that there's a workaround: we also export an animated scale value that causes an object to scale down to nothing when it goes invisible, and back up to normal size when it becomes visible again. This does work in Unity. So ultimately switch layers are supported.
We've been in contact with the Unity developers - hopefully they will add support for animated visibility, since it's a more "natural" fit and would be more efficient as well.
Unfortunately, Unity ignores this property when importing FBX files (other apps do support it). The good news is that there's a workaround: we also export an animated scale value that causes an object to scale down to nothing when it goes invisible, and back up to normal size when it becomes visible again. This does work in Unity. So ultimately switch layers are supported.
We've been in contact with the Unity developers - hopefully they will add support for animated visibility, since it's a more "natural" fit and would be more efficient as well.
Re: Webinar Recording Available
Thanks for posting this - I always miss the webinars live but love that I can watch them later. Thanks again!
~Danimal
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Very good informative webinar, thanks 







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Re: Webinar Recording Available
How do you make the workaround work? I exported a switch layer animation and Unity only recognized frame 1Michi wrote:Yes, it does support switch layers. The FBX format allows for "nodes" to have their visibility animated - essentially objects can appear and disappear. We use this to export switch layers.
Unfortunately, Unity ignores this property when importing FBX files (other apps do support it). The good news is that there's a workaround: we also export an animated scale value that causes an object to scale down to nothing when it goes invisible, and back up to normal size when it becomes visible again. This does work in Unity. So ultimately switch layers are supported.
We've been in contact with the Unity developers - hopefully they will add support for animated visibility, since it's a more "natural" fit and would be more efficient as well.
Re: Webinar Recording Available
Hi,
Unity’s kind of funny. When you bring in an FBX asset, you don’t see the animation right away. You need to go “inside” the asset to look at the animations attached to it and preview those. Are you seeing any other animation working besides switch layers? Is it possible to share your project with us so we can take a look to see what is happening? If so, email me directly at mcatanese@smithmicro.com.
Thank you!
Michi
Unity’s kind of funny. When you bring in an FBX asset, you don’t see the animation right away. You need to go “inside” the asset to look at the animations attached to it and preview those. Are you seeing any other animation working besides switch layers? Is it possible to share your project with us so we can take a look to see what is happening? If so, email me directly at mcatanese@smithmicro.com.
Thank you!
Michi