I’m working with an asset pack that contains multiple characters with a common skeletal hierarchy. This asset pack also contains animations for these characters as separate files.
i.e.:
- run
- pick up
- idle
- throw
In RCP2, I was able to add these animations to an Animation Library component without issue. However, in RCP3, I cannot add the skeletal animations to compatible characters. The only animations available are the transform animations, which do not animate the character. So in the animation library, I will see
i.e.:
- run_transform
- idle_transform
- throw_transform
But not
- run
- idle
- throw
Is there something that I need to do to make the skeletal animations visible?
I’ve tried adding the animation library at various levels across the hierarchy and it doesn’t seem to make a difference. Only the _transform animation is visible.
I can verify that the animations themselves are compatible by manually editing the tm_entity for a character and adding the animation clip. I have to do this while RCP3 is closed but it works.
I did notice that each animation is referencing a skeleton uuid. Is the UI only exposing skeletal animations with a matching skeleton uuid?
Lastly, I can import both the character and the animation files as USD in a RealityKit app and successfully assign animations.