Jacob Mann has offered a comprehensive tutorial on using Mixamo with Smile Game Builder’s popular B-Style characters. And the best thing about this method is also compatible with Unity when exported with the Exporter for Unity DLC.
Support Tool for Making FBX Motions Files with Blender
There is a useful and necessary tool, called TimeSpanEndFixTool (provided by SmileBoom). It’s at the very bottom of the page.
What this tool does is fixes the end frame limit of 60fps so longer animations don’t play to the end.
It might come as no surprise that creating animated character models for SMILE GAME BUILDER is one of the commonest questions asked.
While this in itself isn’t as complicated as it may seem at first, there are a number of rules you need to follow to successfully create and import character models into SGB, notably with bones and armature.
Jacob Mann has produced a video that comprehensively explains the process from start to finish on YouTube. It’s well worth watching if you’re a relative beginner and wish to create your own 3D characters.
Although there is a plethora of tutorials on armatures, many are for more general creation and don’t take into account SGB’s especial bone structure and format, which may lead to some weird, undesired effects in SGB itself. Jacob’s video is tailored specifically to SGB and makes it easy to understand how animations are created and how they work in Smile Game Builder.
This tutorial is just a short and simple technique to add animated images to Smile Game Builder.
You could use these for a variety of things and effects, including titles and short cut scenes.
Notes on Animation Sequencing in SGB
Smile Game Builder has no feature for playing in-game movies or GIFs. However, by using basic animation frame sequencing, it’s possible to emulate them. SGB is really good at running multiple parallel events without affecting performance. This includes animated images.
Each frame runs in sequence, with an appropriate amount of time between frames. Although any number of images in the sequence is possible, I’d recommend a limit of in between 12 and 15 (20 at a push). If you have several images, this can have a notable impact on overall file size. Although nowadays file sizes are no longer such an issue.
These links are mentioned in the video:
This is another experiment with animated graphics sequencing in Smile Game Builder, this time with a door.
This uses 30 frames, which is a bit too much, so ideally in between 8 and 12 frames is sufficient.