Thank you! Could you share more details about the scale and root pose issues you noticed? Also, knowing which game engine you're using would help, FBX exports need to be tailored for specific engines. That's why I included the Blender animation files, so you can re-export them in the way that best suits your setup.
Thanks for letting me know. Since you're using Blender, I definitely recommend working directly with the .blend files rather than importing the FBX versions. The FBX exports are primarily intended for use in game engines like Unity or Unreal, which have different axis orientations and scale conventions. That can sometimes lead to issues like the rotated root pose or mismatched scale you're seeing.
Also, when importing FBXs back into Blender, you might lose important structure like the Armature object or the root bone hierarchy. The .blend files retain the exact setup as intended, so they’re the most reliable starting point for Blender-based workflows.
That said, at some point I was experimenting with different FBX versions to support both Godot and Unreal. I don’t quite remember which version I used for this particular upload. In the next update of Human Basic Motions, I’ll go back to using the solid FBX export settings I’ve used reliably in the past. I’ll double-check this and hopefully resolve the issue.
If you end up using it in a cool project and can show me what you're working on, feel free to email me, we can definitely talk about getting you the full version.
Sure , i am using your free animation its soo goated that i decided to ask you for the whole version cause... 🤞 i dont really have budget so yeah ... hoping for best
I really want to use these prototype characters and models but I run into nothing but problems with trying to get these to work in Godot 4. This isn't really a you problem, the workflow for animations in Godot is just not at all intuitive. I watched the video on your site, but creating an animation player for each animation just scalable for what I want to do.
Sorry for the inconvenience. I'm still working on a better way to make them easier to use in Godot. Once I figure it out, I'll post an update here and I will make a video tutorial.
Looks pretty useful, The only issue I have with it is that its FBX only, it would be pretty cool if you supported gltf out of the box for engines like godot!
Thanks for the feedback! I totally understand the need for GLTF support, especially for engines like Godot. Right now, I’m sticking with FBX because I’ve found a way to optimize it for minimal file size while maintaining animation quality. I’ve tried exporting to GLTF, but I’ve run into some issues with bone compatibility and quality loss. That said, I’m actively looking into ways to improve the GLTF export workflow while keeping everything lightweight and visually consistent. If I find a solid solution, I would love to add support in the future, as well as some tutorials if needed. Thank you again for your comment!"
Thank you! Regarding the GLB/GLTF stuff, the issue seems to be with the exporter itself. The default Blender exporter doesn’t quite cut it for what I need. I think it might take an experienced programmer to create a proper custom Blender addon that can export GLB/GLTF cleanly for game engines. Honestly, I’d totally pay for something like that.
Thank you! Yes, the Mega Animations Pack will be updated using the same rig, right now I'm updating one by one each animation asset, currently working on Villager Animations.
I'm currently working on upgrading the Mega Animations Pack. The current version uses older animation files that aren't fully optimized. I'm improving and upgrading these animations, and once the new version is ready, it will be available here as well. Thank you for your comment!
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Your FBXs scale and root pose have some issues, overall good animations tho.
Thank you! Could you share more details about the scale and root pose issues you noticed? Also, knowing which game engine you're using would help, FBX exports need to be tailored for specific engines. That's why I included the Blender animation files, so you can re-export them in the way that best suits your setup.
Heya, using blender, it seems like your root pose is rotated 90 degrees and at a different scale than your poses.
Thanks for letting me know. Since you're using Blender, I definitely recommend working directly with the .blend files rather than importing the FBX versions. The FBX exports are primarily intended for use in game engines like Unity or Unreal, which have different axis orientations and scale conventions. That can sometimes lead to issues like the rotated root pose or mismatched scale you're seeing.
Also, when importing FBXs back into Blender, you might lose important structure like the Armature object or the root bone hierarchy. The .blend files retain the exact setup as intended, so they’re the most reliable starting point for Blender-based workflows.
That said, at some point I was experimenting with different FBX versions to support both Godot and Unreal. I don’t quite remember which version I used for this particular upload. In the next update of Human Basic Motions, I’ll go back to using the solid FBX export settings I’ve used reliably in the past. I’ll double-check this and hopefully resolve the issue.
Let me know if you encounter any other issues.
Yo can i have this for free
Hey! I recommend starting with the free version first: https://kevdev.itch.io/basic-motions-free
If you end up using it in a cool project and can show me what you're working on, feel free to email me, we can definitely talk about getting you the full version.
Sure , i am using your free animation its soo goated that i decided to ask you for the whole version cause... 🤞
i dont really have budget so yeah ... hoping for best
I really want to use these prototype characters and models but I run into nothing but problems with trying to get these to work in Godot 4. This isn't really a you problem, the workflow for animations in Godot is just not at all intuitive. I watched the video on your site, but creating an animation player for each animation just scalable for what I want to do.
Sorry for the inconvenience. I'm still working on a better way to make them easier to use in Godot. Once I figure it out, I'll post an update here and I will make a video tutorial.
Your work is obviously excellent, looking forward to a tutorial haha
I uploaded a video explaining a way to use multiple animations in the same AnimationPlayer and AnimationTree:
I couldn't use the animation on the rokoko blender addon
Looks pretty useful, The only issue I have with it is that its FBX only, it would be pretty cool if you supported gltf out of the box for engines like godot!
Thanks for the feedback! I totally understand the need for GLTF support, especially for engines like Godot. Right now, I’m sticking with FBX because I’ve found a way to optimize it for minimal file size while maintaining animation quality. I’ve tried exporting to GLTF, but I’ve run into some issues with bone compatibility and quality loss. That said, I’m actively looking into ways to improve the GLTF export workflow while keeping everything lightweight and visually consistent. If I find a solid solution, I would love to add support in the future, as well as some tutorials if needed. Thank you again for your comment!"
Happen to make any progress on the GLB/GLTF modelling?
Great pack!
Thank you! Regarding the GLB/GLTF stuff, the issue seems to be with the exporter itself. The default Blender exporter doesn’t quite cut it for what I need. I think it might take an experienced programmer to create a proper custom Blender addon that can export GLB/GLTF cleanly for game engines. Honestly, I’d totally pay for something like that.
That said, seems that my animations already work out of the box in Godot, no conversion needed! Here's a quick video showing that in action using Godot 4.3: https://www.keviniglesias.com/videos/GodotAnimationTest.mp4
EDIT:
A better video explaining the process here:
Great asset! Thanks to the rig used here I got this working in 1 min in my project. Will the mega animations pack use the same rig?
Thank you! Yes, the Mega Animations Pack will be updated using the same rig, right now I'm updating one by one each animation asset, currently working on Villager Animations.
what about the mega animations pack? I would snap up an engine independent version of those
I'm currently working on upgrading the Mega Animations Pack. The current version uses older animation files that aren't fully optimized. I'm improving and upgrading these animations, and once the new version is ready, it will be available here as well. Thank you for your comment!