Universal T-pose Editing

Exporting a character with motion in FBX format is an uni-directional workflow. Therefore, 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 can facilitate this uni-directional workflow, for example, publishing your character to Sketchfab.

  1. Prepare a character.
  2. Execute File >> Export to Fbx >> Clothed Character command.

  3. In the following panel, set the export type to Mesh and Motion and choose the Custom option, click the Open File button.
  4. The Custom option lets you include an .iMotion or .iMotionPlus animation track along with the FBX file.
  5. When you export the character with the settings above, a warning message should appear. Skip over this pop-up by pressing the OK button.
  6. Edit the motion in another 3D software.

    Before editing in (Maya)

    After editing

Universal T-pose Editing

If Universal T-pose Editing is activated, then you are free to create Character Creator compatible assets in 3rd party 3D applications.

  1. Prepare a character.
  2. Execute File >> Export to Fbx >> Clothed Character command.

  3. In the following panel, set the export type to Mesh and Motion and choose the Custom option, click the Open File button.
  4. The Custom option lets you include an .iMotion or .iMotionPlus animation track along with the FBX file.
  5. Activate Universal T-pose Editing.

    A T-pose will be inserted one frame ahead of the time-line motion.
  6. Create custom asset(s) at the T-pose frame of the character with an external 3D application.