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.
Hello @PlatformGoblin, thank you for your question!
You diagnosed this correctly. The Animation Library only lists skeletal clips whose skeleton matches the one on the entity you're editing. Transform clips aren't filtered that way, which is why those are all you're left with.
Do you see any errors or messages in Reality Composer Pro, especially when importing the animations?
Reality Composer Pro compares four things when importing a skeleton: joint count, joint names, each joint's parent, and the rest pose per joint within a small tolerance. In your source USDs, compare the joints array, restTransforms, and metersPerUnit on the stage.
A unit-scale mismatch or a baked first frame in restTransforms breaks the match even when joint names look right.
If you have the animation assets in Reality Composer Pro, you can select the Target Skeleton in the Animation Settings section of the inspector. Updating this to use your desired skeleton may be the fix you are looking for.
If you haven't already, check out the Chaparral Village sample project. It's large, but the main character uses a set of animations you could reference, in case your implementation has diverged from the sample's example.
If none of that resolves it, filing feedback with an example project attached would help us give you an exact answer. You can file via Feedback Assistant and share the ticket number here. See Bug Reporting: How and Why? for more guidance. If you provide a project that reproduces your issue, then share the ticket number here, I can take a look myself and get you the exact solution you need.
Thank you!