Update Import Data/CMU Animation Data authored by Andrea Bönsch's avatar Andrea Bönsch
* Export the skeletal mesh from Unreal (right-click on skeletal mesh asset --> Asset Actions --> Export)
* Open --> File to load the .fbx of your character into MotionBuilder
* Tipp: create a group for the mesh as well as the skeleton (for the latter, use select branch first)
* Manually adopt the pose of the character to a T-Pose (`rotate` option on the right of the view window)
* Pull a Character from ''Asset Browser / Characters'' onto the skeleton (rename it to Character_Model)
* Double click on the new character in the Navigator
* Fill in Character Definition, e.g. for Character Creator 3 (drag and drop bones from Navigator)
| Name | Bone |
| ------ | ------ |
| *Base* | |
| Hips | pelvis |
| LeftUpLeg | thigh_l |
| LeftLeg | calf_l |
| LeftFoot | foot_l |
| RightUpLeg | thigh_r |
| RightLeg | calf_r |
| RightFoot | foot_r |
| Spine | spine_01 |
| LeftArm | upperarm_l |
| LeftForeArm | lowerarm_l |
| LeftHand | hand_l |
| RightArm | upperarm_r |
| RightForeArm | lowerarm_r |
| RightHand | hand_r |
| Head | head |
| *Auxiliary* | |
| LeftShoulder | clavicle_l |
| RightShoulder | clavicle_r |
| Neck | neck_01 |
| *Spine* | |
| Spine | spine_01 |
| Spine1 | spine_02 |
| Spine2 | spine_03 |
(keep the rest blank, we did not test hands yet, if you do add it here)
*Click on Characterize and then choose ``Biped``
* Motion data can be downloaded from [CMU website](http://mocap.cs.cmu.edu/)
* Download ``.amc`` and ``.asf'' file
* Add T-pose to``.amc`` file, like this
![image](uploads/93002b0689407f3ec809d0e9aad0400e/image.png)
(see also https://www.youtube.com/watch?v=SfM-KYbhLzo)
* ``File --> Motion File Import'' both files together into Motionbuilder
* pull a Character from Asset Browser /Characters onto the animated skeleton (rename it to Character_Motion)
| Name | Bone |
| ------ | ------ |
| *Base* | |
| Hips | VICON:root |
| LeftUpLeg | VICON:lfemur |
| LeftLeg | VICON:ltibia |
| LeftFoot | VICON:lfoot |
| RightUpLeg | VICON:rfemur |
| RightLeg | VICON:rtibia |
| RightFoot | VICON:rfoot |
| Spine | VICON:lowerback |
| LeftArm | VICON:lhumerus |
| LeftForeArm | VICON:lradius |
| LeftHand | VICON:lwrist |
| RightArm | VICON:rhumerus |
| RightForeArm | VICON:rradius |
| RightHand | VICON:rwrist |
| Head | VICON:head |
| *Auxiliary* | |
| LeftShoulder | VICON:lclavicle |
| RightShoulder | VICON:rclavicle |
| Neck | VICON:lowerneck |
| *Spine* | |
| Spine | VICON:lowerback |
| Spine1 | VICON:upperback |
| Spine2 | VICON:thorax |
* Click on Characterize
* For Character_Model choose the Source to be Character_Motion, now your model should be moving
* Click on the mesh and in the top right on ``Bake (plot) Skeleton``
![image](uploads/d43d8eb9cf17f30ba781bd639259fe70/image.png)
* File --> Save
* Drag and drop the fbx into Unreal, make sure to remove the tick on Import Mesh and set as Skeleton the skeletal mesh that you exported in the first step
|:arrow_left: [Go back to _import data_ page](Import-Data)|
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