Mosketch allows you to:
  • Import  FBX characters
  • Export FBX animations
  • Open / save MOSK files


Importing FBX Characters

Mosketch can import FBX characters. In particular, it imports:

  • meshes
  • joints
  • skin weights
  • textures
  • and lights
Mosketch will not import existing rigs (constraints, IK handles, IK effectors, etc). It is usually better to clean your character to keep only geometry and joints before importing it into Mosketch.

NOTE: Before importing your FBX character, you can apply a scaling factor to the FBX. This may be helpful when a character is designed using centimeters for example.

Also, make sure your FBX character respects the following requirements:

  • Single root rig
  • No scaling on the joints
  • Single skinning


Exporting FBX Animations

When you are done with your animation, you can export it as an FBX file. Then, in other software, you can reapply this animation onto your high-resolution character or in any game engine (like Unity for example). When exporting your animation as an FBX file, you have several options:

  • Frame range to export: export full animation or playback range only
  • Bake Mode: export currently keys only or bake animation on all frames. The latter option is preferable to ensure that final animation looks identical in other software or game engines
  • Export Format: you can decide whether to export your animation as an ascii FBX or as a binary FBX

Opening and saving MOSK Files

MOSK is Mosketch native file format. It may contain:

  • meshes
  • joints
  • skin weights
  • lights
  • NumIK effectors
  • Keys
  • etc

Opening Test Scenes

For your first tests, you can use the provided characters called Moska and Mosko. They can be opened through menu File -> Open Moska scene and 
File -> Open Mosko scene.

When the test scenes are opened in Mosketch, you should see something like that:

If you have any problem or any question, please contact support.

 

Thanks for using Mosketch.