Although Vanda Engine provides several functions to activate, deactivate, blend, or mix the animations of rigged characters, you must:
- Build and rig your 3D character model in your favorite 3D tool such as Maya, 3ds Max, Blender, or Cinema 4D
- Fully construct its animations in dedicated software like Maya, 3ds Max, Blender, Or C4D
- Export your 3D character as well as its animations to COLLADA 1.4 (dae) format.
Vanda Engine provides two ways to import different animations of your 3D character:
- Construct separate ‘animation clips’ for your 3D character in your favorite 3D tool and export them to one dae file. In this case, the character and its animations are presented in the same file.
- Export your T-Pose character with its meshes, UVs and materials to COLLADA format. Then export each separate animation to one dae file. In this situation, the animations exist in separate files to the model to be animated. If you use this method, it’s recommended to remove UVs and materials while exporting the animations to dae files to boost the performance. If you use OpenCollada exporter for 3ds Max or Maya, you can check Animation and uncheck other options which lets you only export animations for your character.
Unfortunately, many 3D tools don’t support what COLLADA calls ‘Animation Clips’. Due to that, you want to use the second method if your 3D tool doesn’t support animation clips. In this tutorial, we use the second method to import the rigged character and its animation into Vanda Engine.
for the second method to work, meshes and skeletons of base file (T-Pose) and animation files must be identical.