FAQ

FBX Results: Using RADiCAL's MoCap Data

faq overview
  • Maya: How do I use my FBX output?

    To animate characters in Maya, please see GameDevAcademy’s tutorial here.

  • How can I test RADiCAL’s output?

    If you want to see how RADiCAL’s output integrates in to your workflow, you can download free FBX files from videos on our explore page.

    You can also download FBX files from the Gen 3.1 samples folder in your account dashboard.

  • Unreal: How do I use my FBX output?

    If you would like to retarget your animation manually in Unreal, please see GameDevAcademy’s tutorial here.

  • Unreal: the RADiCAL asset pack

    If you are importing your animations into Unreal Engine, we have an asset pack available on our downloads page.

    For a video tutorial on how to use it, please check it out here.

    Video credit to Xuelong Mu.

  • Unity: How do I use my FBX output?

    Using RADiCAL’s FBX output in Unity is simple.

    Here is a general (fairly basic) tutorial on how to retarget animations in Unity. It’s not created by us, but it is applicable.

    Simply put, to use our FBX output in Unity, you have to make sure that you choose “humanoid” in the rig settings for both the RADiCAL animation:

     

     

    and the mesh you plan to retarget to:

     

     

    That’s it!

  • Blender: How to use FBX output / RADiCAL add-on (all users)

    For Blender users, we make available a free add-on and T-pose rig to help you map to your character before re-targeting your RADiCAL animation to that character.

    Both the add-on and the T pose rig can be accessed via our downloads page.

    Important: when you import the FBX in to your Blender workflow, make sure you select “Automatic Bone Orientation” in the armature options.

    A detailed video tutorial, created by the add-on developer, Gottfried Hoffman, can be found here.

    A shorter, less detailed, video tutorial created by the RADiCAL team can be found here.

  • Blender: RADiCAL add-on (Project Spark – custom retargeting profiles)

    Our friends at Project Spark Studio have developed an add-on that allows you to make custom retargeting profiles.

    • Download the add-on here.
    • Watch the tutorial here.

    Note: at this time, we can only confirm compatibility for results produced with AI version 3.1.  We are currently validating whether results from later versions of the AI are compatible with this add-on.

  • Cinema 4D: How do I use my FBX output?

    Here’s a great tutorial on how to retarget RADICAL’s animation data in FBX format to characters in Cinema4D.

    We recommend you use the free T-pose rig from our downloads page to help you map to your character before re-targeting your RADiCAL animation to that character.  You can acess the T pose file for free through our downloads page.

     

  • iClone 7: How do I use my FBX output

    If you want to animate characters in iClone 7, please see our friend Simon Keating’s tutorial here.

  • Does RADiCAL’s rig conform to the HumanIK standard?

    Yes.  RADiCAL’s FBX output is rigged to the HumanIK standard.

    The HumanIK rig can be used across all 3D modeling and gaming packages, including Autodesk Maya, 3D StudioMax, MotionBuilder, Blender, Unity, Unreal, and many more …

    There is loads of free information publicly available about using your characters on a HumanIK rig. Essentially, the first step is to set up the character you want to retarget as a HumanIK character.  This means in turn that it must have a valid skeleton definition that maps out its skeletal structure.

    More general information about HumanIK is available here.