I've an fbx file with a character and a bunch of animations attached to. So I've imported this file into Blender (2.74 version), chose Maratis as "Engine to rendering" in the tool bar, pushed on the "+" signs for each animations and setted up the start and end frame for each one.
But, once exported in Maratis, I can only saw just one of the animations which initially were into the fbx file.
What's wrong? Could you please explain me how I can use all the animations?
Thanks and goodbye!

Last edited by cosmo (2015-07-31 18:27:28)


Can you open the .mesh file exported from blender with a text editor and copy the first lines here so I can see ?
It's xml, there is a block called <Animation> that deal with the multi-anim.


    <ArmatureAnim file="sheep.maa" />
    <Anims num="2">
        <anim id="0" name="" start="10" end="10" loops="-1" />
        <anim id="1" name="" start="0" end="82" loops="-1" />

Just to be sure, did you go in the entity properties in Maratis and try changing the current animation ?


Hi Anael,
nice to meet you and thanks for your quick reply!
As you suggested,  below I copied the first lines of the .mesh file



    <ArmatureAnim file="MyCharAnims.maa" />
    <MaterialAnim file="" />
    <TextureAnim file="MyCharAnims.mta" />
    <Anims num="4">
        <anim id="0" name="" start="2" end="72" loops="-1" />
        <anim id="0" name="" start="2" end="27" loops="-1" />
        <anim id="0" name="" start="2" end="86" loops="-1" />
        <anim id="0" name="" start="2" end="120" loops="-1" />

For some reason, It seems to be only one Id and no name for, instead, different animations...
Yes, I already gone in the entity properties in Maratis, trying to "switch" between the animations, but I got only the same animation at different start/end frame.
Thanks for your help!


ok so your animations should not all start at frame 2,
all animation should all follow each other, then each animation is in a different time range.

it should look more something like this :

Anims num="4">
        <anim id="0" name="" start="2" end="27" loops="-1" />
        <anim id="0" name="" start="28" end="72" loops="-1" />
        <anim id="0" name="" start="73" end="86" loops="-1" />
        <anim id="0" name="" start="87" end="120" loops="-1" />

You can fix it in Blender or with a text editor (to try) > when you save the mesh file it will update automatically in Maratis if you already imported it in the scene.


in Blender, all the animations need to follow each other in the timeline.
Then you indicate the range (start and end) of each sub-animation when you export.


Thanks, your advice has been very useful to discovering my mistake!
My .fbx file (character + anims) comes from Autodesk Motion Builder. When it is imported in Blender, it's necessary to
"(re)manipulate/timing" every animation through NLE editor->Add Action Strip, in a manner similar to as explained in Tutorial/Example section, "MERGING BVH's TOGETHER" by Vegas.
After that, it's possible to set up the start/end frame for every anims (Ex. Idle 1-20; Walk 21-30 and so on) and export all data in .mesh format into the game engine.
And does it work very fine in Maratis!

Last edited by cosmo (2015-08-03 18:02:09)