I am trying to export multiple animations of a single game model to fbx format that I then open in Blender and the Godot game engine.
Individual animations in C4D R24 are in the form of motion clips that I attach to my test mesh with a motion tag.
I followed guidance from another thread of this forum and am using Takes to selectively activate the relevant clips and hide others. Either by ticking the “Solo” option of respective clips, or setting their Layer Value to 0% / 100%.
In C4D it works, I end with each Take playing only the desired animation.
However, after exporting to FBX format and opening the file in Blender, while I do have each of my Takes properly registered as a separate Action, the motions from the different clips are all mashed up together on each action. It looks as if, prior to exporting, C4D collapsed the different motion layers without accounting for Takes.
Am I doing something wrong, or ignoring a subtlety / shortcoming of the Motion Clip system ?
For the record, in another test I did manage to get a proper export of multiple independent motions by manually creating keyframe animations under the different takes, so I know the whole process can work. I’m just not managing to obtain what I want with Motion Clips.