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Drewls's avatar
Drewls
Start Partner
10 months ago

Animated FBX

I'm still pretty new to everything with the I was trying to create some animated FBX objects but couldn't get it working.
I was thinking if it's not possible to import animations could I build custom meshes for NPCs to do the same thing? 

Could someone help me, or point me to the documentation where I'm able to pull in custom meshes and animate them? I kind of wanted to have some cute animals hanging out or having like a 3D animated hologram sign.  

Maybe just knowing how to sequence animations with typescript could be helpful. 

 

 

3 Replies

  • I have been looking for the exact same thing myself, but to no avail. The API used by Chop 'n' Pop to play animations on the zombies isn't exposed in the docs.
    I believe all currently animated assets in the Horizon asset library are pre-setup in Unity and imported as-is by staff.
    I'm planning to resort on cutting my meshes into discrete rigid chunks and animating them in typescript.
    It's not going to look the best, obviously, but at least a little bit of motion is better than a completely static mesh.

    • Drewls's avatar
      Drewls
      Start Partner

      It's funny to think about work arounds for this. If you was ambitious you could write a bones system in typescript. 

      If you check out Pets Park or Battle Kin: Early access, they are setting up those pets and critters with the ability to change states. That Battle Kin game is really fresh for how they do the UI, it's kind of a direction I'd like to explore for the hackathon. 

       

      • Ben.SH's avatar
        Ben.SH
        Community Manager

        Both of those worlds are Meta made, and so do have a different set of tools than Creators in the MHCP program do. So, the animated pets in Pets Park would not be able to be implemented in your world, but the UIs in battle kin could be achievable.