1
$\begingroup$

Noob question... I have two animated, identical objects (Object1 and Object2). They are copies of one object, imported as FBX in one Blender file. They have two different animations, one per each object (animation1 and animation2) that look fine. I'd like to copy animation2 from Object2 to Object1 and then to delete the Object2.

However, when I copy the animation, it gets messed up. Object1 flies away, or gets weird rotation with the animation2 selected, while its original animation1 still works ok.

Link to the example blend file: https://drive.google.com/file/d/14f0x8uB-ZktIS_--wYyZK7eEd61wY3Jh/view?usp=sharing

I tried this:

  • Selected both objects, Object1 first
  • Object > Make Links > Animation Data

I also tried this:

  • Selected Object1
  • Dope Sheet > Action Editor > Action browser: from the drop down list selected 'animation2'

I also tried the 'Append' method:

  • Object1 selected
  • File > Append > selected the blend file that contains object with animation2 > Actions > selected animation2

In all cases it seems that bones are animated ok, but the Object1 itself gets weird location/rotation, as if its origin point gets 'blown' away.

Can you help out?

$\endgroup$

1 Answer 1

1
$\begingroup$

Your 2 armatures are not exactly the same, in Object 1 the bone called Bip001 is placed like that, which seems about correct:

enter image description here

Whereas in Object 2 the same bone is placed like that, which seems incorrect (or at least it's not common):

enter image description here

So when you'll copy the action of Object 2, and if this action has some keyframes for this bone, you'll get an action that won't work correctly for Object 1. To fix that you either need, for Object 1, to copy Object 2's armature (image below), even though the setting is weird, or first correct the keyframes in Object 2, then copy the action.

enter image description here

By the way to copy an action you can just select it in the dropdown panel in the Dope Sheet in Action Editor mode (no need for Object > Make Links > Animation Data):

enter image description here

$\endgroup$
2
  • $\begingroup$ Thanks for the response, you're really sharp-eyed. I have no idea why this bone is off, maybe because model was exported from 3DSMax before importing to Blender. Anyway, unfortunately, fixing the bone position didn't solve the issue. If I make a correction to any of those objects (I tried both), then the corrected object acts strange on its own action, just like in the case of copying the action from other object. It seems that actions on these objects work only if Bip001 stands just as is, otherwise the animation gets corrupted. Thank you anyway, I'll try some different solution. $\endgroup$
    – dcrow
    Commented Mar 17, 2023 at 9:58
  • $\begingroup$ Sure, it will only work with the animation if you keep the bone at this position, so you either need to copy the exact same armature, or correct the bone position and then correct its keyframes $\endgroup$
    – moonboots
    Commented Mar 17, 2023 at 10:15

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .