> For the complete documentation index, see [llms.txt](https://gitbook.brown.edu/xromm/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://gitbook.brown.edu/xromm/animate-bones-and-markers/xromm-animate-bones-in-maya.md).

# Animate Bones and Markers : Animate Bones in Maya

1. Make sure you have correctly imported the bone models, following the instructions.
2. Select one of the bones.
3. Select **imp** from the XROMM\_Tools shelf tab. Select Browse to File and navigate to find the filtered rigid body transformations csv file exported from XMALab.&#x20;
4. If you exported the rigid body transformations from XMALab as a combined file, rather than a single file for each bone, then "**Import Subset of data columns**" and enter the appropriate column numbers for the bone you selected.
5. Select Data type: “**Matrix** (from svdRigid)” and Apply to: "**selected object**"
6. Click "Preview original file" to look for column headers; check or uncheck (as appropriate) box for **Column Headers in Row**
7. Click **Import** button.
8. Repeat these steps for the other bones in your Maya scene. \
   &#x20;![](https://3579941541-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2Fxromm%2F-M-QHEowdmb0lV4cB-0E%2F-M-QIYTqcn8WerHpoEO5%2F2134921.jpg?generation=1581006094715084\&alt=media)
9. Play your animation to see motion. You may need to expand the time range to include all of the animated frames (436 frames for the pig example data).\
   &#x20;![](https://3579941541-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2Fxromm%2F-M-QHEowdmb0lV4cB-0E%2F-M-QIYTlyG6_JO_4iVhp%2F2133335.png?generation=1581006095065513\&alt=media)
