Edit here:
Just remembered that you use Blender, but the transform animation via FBX is only for export from Max, so are you using Max to do the export?
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As in other reply in Sky Drop, depends on what you are trying and expecting to do with your import FBX. You do need to be more specific or supply test file.
Animation import only supports transform animations (move/scale/rotate).
You don't need to import animation in order to use the Advanced Animation video effect tool(s), and vicecersa.
The Advanced Animation would appear to be a first cut at things. See my comments in Bugs and Wishes on AA, it might be useful (or fog things, depends) as it can give you some idea of things that might not work as should and need some form of change (perhaps). There's a number of issues which I'm sure the dev team are aware of and hopefully flat tack fixing/improving/enhanceing as we speak
Looping should not be a default of an animation but is currently, it has its uses but needs to be under control of user.
I would like to have time to do some tutorials but not plausible at moment, sorry.
I can maybe point to the following that might help:
1. combine your knowledge and skills of using Lumion in terms of:
1a. making keyframes: from video clip editor, whenver you change an effect setting a keyframe is recorded and displayed in the main scrubbar,
1b. Basic Animation: any change in position/rotation/scale as you move or rotate etc the transform of an object will ne part of the animation,
1c. recording animation changes: as in video edit and Basic Animation effect: any change in position/rotation/scale as you change is reflected as a new keyframe and the keyframe visual will appear on scrubbar,
1d. video clip editor or video snapshot.clip editor: scrubbar to either play or scroll/scrub back and forth over the clip and thus the animation plays,
2a. whats different from Basic A is you are given a visual (line) of the animation path, as in other software, each keyframe is a specific transform change and everything in between is calculated,
2b. you can go from keyframe to keyframe by clicking on the little circle with line beneath it, and your object will move to the recorded trasnform, if you want to change ie edit that, then whilst on that keyframe, just move/rotate/scale and the keyframe will update, (see feedback re clicking on keyframes accurately), it's not 'hard' though to select a keyframe
In most cases you are best to set the length of time showing for an animation to the current max of 30 seconds (left hand side, up/down arrows to set length), then start recording your keyframes.
I did that Xmas scene with Santa fly-in as a test of the AA, and it does take a little while and corrections for things but once oyu get the hang (and know the current limitations, and maybe find some news ones
) it's basic to operate and achieve of course more than using the Basic Anim effect.
Leave it there for the moment.
Best of luck, quiet perseverence (and a little patience
) will pay off.