Exporting a character with motion in FBX format is an unidirectional workflow. Meaning the FBX file can be edited in an external 3D application but can not be transferred back into Character Creator for body shape or outfit editing. Deactivate the Universal T-pose Editing feature can facilitate this unidirectional workflow, for example, publishing your character to Sketchfab.
Prepare a character.
Execute File >> Export to Fbx >> Clothed Character command.
In the following panel, activate the Include Motion and choose
the Custom option.
The Custom option lets you include an .iMotion or .iMotionPlus animation track along with the FBX file.
Note:
An iMotion is a motion file with
body motion only while an iMotionPlus
includes body motion and facial expressions.
When you export the character with the settings above, a warning message should appear. Skip over this pop-up by pressing the OK button.
Edit the motion in another 3D software.
Before editing in (Maya)
After editing
Note:
Loading the character back into Character Creator without the inclusion of the T-pose will cause body deformations and other oddities.
Incorrect T pose
Other poses applied can have strange effects.
Using Universal T-pose Editing Feature
If the Universal T-pose Editing function is activated, then one can feel free to create Character Creator compatible assets in 3rd party 3D applications.
Prepare a character.
Execute File >> Export to Fbx >> Clothed Character command.
In the following panel, activate Include Motion and choose
the Custom option.
The Custom option lets you include an .iMotion or .iMotionPlus animation track along with the FBX file.
Activate Universal T-pose Editing.
A T-pose will be inserted one frame ahead of the time-line motion.
Create custom asset(s) at the T-pose frame of the
character with an external 3D application.
Note:
You are free to edit the motion with the exception of the first T-pose frame.
Before editing in a 3D software (Maya)
After editing
If you want to edit the body shape or the outfit of the character
in Character Creator, then
DO NOT edit the first frame T-pose, however, adjustments in the following frames are permitted.
The adjusted animation can be brought back into Character Creator using the FBX format for further editing without any issues thanks to the inclusion of a prestine T-pose frame.