> For the complete documentation index, see [llms.txt](https://docs.procedural-anatomy.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.procedural-anatomy.com/setup/applying-animation/animation-import.md).

# Animation Import

Below are the initial steps to setting up a character with Procedural Anatomy

#### 1. Anatomy Anim Import (Input Mode)

<figure><img src="/files/tq5SLSdSVcnovqK7qCl4" alt="Creating an animation setup with input mode." width="375"><figcaption><p>Creating an animation setup with input mode.</p></figcaption></figure>

This mode is used to set up a single character and animation data.

**Setup Steps:**

As with the example above, create the node setup by selecting\
\&#xNAN;*Procedural Anatomy / Anatomy Create Animation.*<br>

1. **Character File:**  Select the file node ***character\_file*** and navigate to the bgeo file that you created in the muscle setup stage.&#x20;
   * Press **Reload Character** if characters animation skeleton does not appear.<br>
2. **Character Name:** If your characters name does not automatically load or you want to change it:
   * Toggle on **Character Name Override**
   * Set the name of the character that will be used to save the animation file.<br>
3. **T-Pose File:** Select the FBX Animation Import node named ***t-pose***, navigate to, then load the T-pose reference file.
4. **Animation File:** Select the FBX Animation Import node named ***animation***, navigate to, then load the animation file you would like to apply to the character.
   * Use **Reload Animation** if the input animation skeleton does not appear.<br>
5. **Animation Name:** If your animation name does not automatically load or you want to change it:
   * Toggle on **Character Name Override**
   * Set the name of the animation that will be used to save the animation file.<br>
6. **Mapping Attributes:** Select the appropriate mapping based on your character's rig structure and the animation skeleton names.
   * If you do not know which one to use, set the display flag to ***anatomy\_anim\_match\_pose*** and view the results.  The characters pose will shift to match the t-pose. <br>
7. **Naming Overrides:** Utilize the Character Name Override or Animation Name Override parameters if you need to adjust how the asset names are processed or displayed.
8. **Frame Range:** Define the T-pose start and end frames (or use **Set Frame Range**) to control the simulation boundaries.

{% hint style="warning" %}
To set the **animation start frame**

* Navigate to the timing tab of the FBX Animation Import node named ***animation*** and set the desired animation playback start frame (default is often 1000).
  {% endhint %}

#### 2. Anatomy Anim Import (List Mode)

<figure><img src="/files/O72S8hmfIlrMyWaup8ob" alt="" width="375"><figcaption><p>Creating an animation setup with list mode.</p></figcaption></figure>

This mode manages multiple characters and animations within a single setup, allowing for batch processing.  \
\
Create the node setup by selecting:\
\&#xNAN;*Procedural Anatomy / Anatomy Create Animation (list).*

**Setup Steps:**

1. **Character Setup:** Load character assets into the list structure.  This works the same as setting the character based on input, however you must&#x20;
   * Provide the character file to the parameter in the character list
   * Provide the character name to its parameter
   * Use **Reload Geometry** if necessary.
2. **Animation Setup:** For each animation instance in the list:
   * Load the file or set the frame for the T-pose and frame range parameters, similar to Input Mode.
3. **List Control:** Use the toggle switches to enable or disable specific character/animation caches for testing or selective processing. Buttons are available to&#x20;
   * Enable / Disable All, or Toggle Caching status.
   * Collapse all list entries.  This is meant for scrolling through larger lists and keeping a clean UI.

**Data Management (Import / Export)**\
This section handles saving and loading configurations for batch use.  This will export the data set you've created in the UI to a file and enable you to load or modify paths as a CSV file in an external editor.

<figure><img src="/files/QCaFpJqDTLUlk2zyiPg2" alt="" width="318"><figcaption><p>The import/export parameters.</p></figcaption></figure>

* **Exporting Settings:** Templates are available for both characters and animations. You can export the current UI configuration as a CSV file or directly to a spreadsheet format.

  This allows you to modify character lists, animation names, and settings externally.
* **Importing Settings:** Use the imported CSV/spreadsheet data to re-populate and update the toolset's parameters in the user interface.

#### 3. Pose Verification and Refinement

These nodes ensure that the source pose matches the target rig requirements before simulation.

* **Match Pose / FBIK:** These nodes operate by connecting with other Houdini nodes; they do not contain internal settings but facilitate data flow between systems.
* **Pose Matching:** Use the **Anim Match Pose** node to verify if the source and target poses are congruent based on bone angles. If a mismatch occurs, manual adjustments may be required.
* **Point Mapping:** The **Map Points** node helps visualize connections and identify discrepancies between different nodes based on shared naming conventions.
* **Pose Refinement (Rig Match Pose):** To make necessary pose changes:
  1. Place the **Rig Match Pose** node after the Anatomy and Match Pose nodes.
  2. Disable "Enable Match Bound."
  3. Set a rest frame that aligns with the desired output.
  4. To apply changes, disable the source data flow and enable the target data flow within the node settings.

#### 4. Skel Solve

This node accepts the&#x20;

* Character skeleton as input 1&#x20;
* The animation applied to the skeleton as input  2.


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