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Repurposing Replacing an animation

atarng edited this page Jan 23, 2025 · 4 revisions

This page will show how to grab an animation from source, and bring it to unity, where you can substitute an animation, for example, replacing a lance animation with a bow animation.

1. [AssetStudio] Export Model with Animations you want to repurpose.

Asset Studio does not let you create an FBX without a model. What I do is I create a directory with the bundles that I intend to use (model, and animations), and then have asset studio open that directory. unnamed unnamed

Select Animations:

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2. [Unity] Import the FBX from Asset Studio, along with the .anim file from Asset Ripper.

Your FBX (asset studio) Rig settings can/should be set to: Animation Type: Generic Avatar Definition: Create from this Model Root Node: None Skin weights: Standard(4 Bones) Optimize Game Objects: unchecked.

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For Animation settings: Import Constraints: Doesn’t Matter (I think this can be safely set to false) Import Animations: True Resample Curves: True Anim Compression: Optimal (this can probably be anything) Rot. Error: 0.5 Pos Error: 0.5 Scale Error: 0.5 Under the animation Root Motion Node: I have it set to "<Root Transform>" but this may also not be needed.

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3. [Unity] Duplicate (Ctrl+D) your animation to separate it from the fbx/model.

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4. [Text Editor] Open your animation in a text editor.

Replace all instances of “ModelName/c_trans” with “c_trans”.

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5. [Unity] Attach animation to another Engage Body Model with Skeleton/Rigging

Add Animation Component array/animation field. Animator Component is probably optional.

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6. [Unity] Unity’s FBX Exporter Package (install if not already installed)

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Select your game object and navigate to GameObject > Export To FBX... Set Include to be Animation Only.

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7. [Unity] Update FBX

With your new fbx, set scale from 1.0 -> 0.01, move fbx to appropriate location in Addressables, and mark as Addressable (delete “Assets/Share/Addressables” from the start. And the file type, “.fbx”, at the end). Build with Divine Dragon Builder.

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9. [UABEA] Populate Animation Clip Events

Using UABEA, open up your bundle, edit your animation clip data, scroll all the way to the bottom, and then copy over animation clip events from a source bundle animation.

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Move files to expected place in Data folder. (Currently only replacement of anims works).

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