How to use multiple 'Animation Assets' in Matinee?

so I have a bunch of .fbx animations imported from maya into my content browser, that I can just drag and drop onto my mesh and have it loop. but I want to get these to play in a series, since my main goal here is to make cinematics in Matinee. how do you go about telling matinee to play certain animations after another in sequence?

Matinee works with keys. You add a key for each animation. You can add the sequences in the order of you want.

We also have animcompsite you can stitch animations. I’m not 100% sure if you can add animcompsite to matinee but if not, that is a bug.

Thanks,

–Lina,

but this doesn’t really explain how to actually do these things, its pretty vague. I don’t understand how to get the animations into matinee or key them.

Have you set your Matinee properly(create a Skeletal group, add your skeletal mesh to that group, then create an anim track)?

yes, its got the actors and correct tracks

Well then what seems to be the problem? When you select your Anim Track and hit Enter it lets you pick one of the animations from the content browser that belong to that skeletal mesh. So you basically pick the first animation, then drag to the end of that anim, hit Enter, pick the next anim, etc. Post a screenshot of your Matinee if this isn’t working.

As Jacky mentioned. Once you have animation track with correct actor, you can add key. There is “add key” toolbar on the top left side. Make sure you have the right actor selected. Otherwise it won’t show up the animations. To change actor, select the actor in the level and right click on the group, it will show “select actor”.

Okay so that helped, but now when I render out the movie the animations don’t actually play in the rendered clip. my matinee looks like this http://puu.sh/85gFN.png

the model is is supposed to look like this http://puu.sh/85gJg.jpg
but instead it doesn’t seem to be rendering any of the lights or animation http://puu.sh/85gMS.jpg (the root of the skeleton still moves like it should but none of the others joints move)