FBX animated visibility

Hi to everyone, I’m working on a very long and complex animation.

Basically I’m moving around a set of objects (100+), and i need that two at times of these objects will disappear from visibility for a determined time, and then appear again.

The problem in unreal is resolved if I set a timeline and I use a blueprint script to receive a keyframe signal to toggle visibility.

BUT:

Instead, I need to make the animation in Maya, and pass it to Unreal via FBX… because is a very very long and procedural animation.
So, how can I “import” the visibility from an animation in maya?
Everithing you have in mind can be helpfull,

Thanks!

Mario

Hi!

FBX can not translate visibility animation from MAYA. And you need setup animation for Visible attribute with BP or in Matinee.

In this link you can read about Toggle Visibility in Matinee:

Hey,

What you can do instead of toggling visibility is to animate the scale of your objects. Simply scale them to 0.001 (flat 0 will likely cause issues) whenever they need to be invisible.

If you need the visibility to pop from one frame to the next, you will need a high enough frame rate in Maya. Otherwise you will see a few frames of interpolation for the scale inside UE4, which may or may not be something you want.

More about that here: How can animation be evaluated at a specific frame rate? - Character & Animation - Unreal Engine Forums

Good luck!

1 Like

Thanks for the quick reply, I was afraid of that!
I’ll try other ways like the scale tric proposed in the other reply!

Thanks for the tric! I think I’ll do so!