How to import Animations for a specific Skeletal Mesh in Unreal?

Hi, as you know with FBX, the optimal workflow for importing Character Animations were like you first imported the Character Mesh and made a skeletal mesh, skeleton and Physical Asset for it.

Then You would have imported all your FBX animation clip and set their skeleton as the previously imported skeleton, and by this method, you had a single skeletal mesh asset to manage in your project, with all the animations.

In Omniverse & USD in general I can’t seem to find a way to replicate this workflow. while importing or opening a USD containing only animations there is no way to specify which character skeleton I want to import this animation on.

The only way I’ve been able to bring characters and their animations in Unreal using USD & Omniverse is through importing both their mesh and their animation together in a single USD file. but If I want to import further animation clips of that character, for each import, redundant character assets (skeletal mesh, physical asset, …) will be created and this is not ideal.

(I created the animation clip USD in Maya, selecting only the joints and exporting them in USD format)

Hello @rman.metaverse, Thank you for joining the forums! You are correct that currently the USD clip needs to come in with the skeleton/mesh. We are in the process of streamlining workflows related to this issue. There is a ticket in for USD animation clip importing to existing skeleton. [OM-62391] We will keep you updated with progress. This would allow for batch clip importing as well, which we think can be very useful, especially in conjunction with Audio2Face.

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Thanks for the swift reply, How can I trace that [OM-62391] ticket you mentioned? because that’s a really big deal for me. especially if we decide to render a short mini series with Maya to Unreal with omniverse as a bridge, this feature will be a make or break thing.

Hello @rman.metaverse. Unfortunately, I don’t think there is a way for you to track this. However, we are in the process of creating some external facing roadmaps that can better define when these features are being introduced.

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