All Questions
106
questions
0
votes
1
answer
825
views
Is it possible to isolate parts of an armature so the mesh will never deform?
I'm attempting to create a turtle character. I'm new to rigging & animation, so apologies if this doesn't make sense.
Everything has been pretty straightforward thus far, but I'm having problems ...
0
votes
0
answers
52
views
Mesh exporting inconsistent with blender
I have a mesh in blender that I have been working with and am having an issue with exporting (regardless of the file type).
My mesh looks like this and have a number of poses in each animation frame:
...
2
votes
1
answer
4k
views
Blender Armature/Rig exported, without Bones but with Animations (to Unity)
When I export my rig from Blender to Unity the bones under my characters armature vanish. Animations are listed and work as generic.
I can't reconfigure the rig, because Unity doesn't find the bones.(...
0
votes
0
answers
6k
views
AttributeError: 'NoneType' object has no attribute 'data'
I'm using a plugin to export my model to a special format, however, upon exporting, I get the error AttributeError: 'NoneType' object has no attribute 'data'.
...
1
vote
1
answer
811
views
Armature: Bones deforming mesh objects in GLTF viewer
Hello fellow BlendMasters!
I am trying to make a simple sliding door animation for my GLTF viewer and keep running into this problem:
When i parent my objects (doors) with the separate bones (ctrl + ...
0
votes
3
answers
2k
views
Eyes and rig problems when exporting to .fbx
I have a mesh with 2 eyes parented to the head bone. Their rig is one bone that they track using a Track To constraint. When I export to .fbx and re-import the .fbx to Blender the following problems ...
0
votes
1
answer
2k
views
Selecting armature via Blender's Python API
If I use the outliner, I can select a skeleton and include it in an FBX export by hand.
How would I do this programmatically?
The goal is to be able to export multiple meshes with the same armature ...
0
votes
1
answer
1k
views
How can I export a rigged and posed model from Blender to Substance painter without losing the pose?
I want to render it in Substance because Blender's HDRI based lighting doesn't work well with my model.
0
votes
1
answer
374
views
how to change origin to export a animation
I play on second life, a game where people can use avastar to make poses,animations ect. I opened blender yesterday to find when i went to export my animation that it was a red box with this
This ...
1
vote
1
answer
929
views
How to export Bone matrices for animation?
I'm trying to export armature bone matrices (relative to parent), but fail miserably, because sometimes rotations and translations are getting applied to different axes, in comparison to Blender's ...
0
votes
1
answer
1k
views
FBX not showing current version of mesh
I updated my mesh on an animated armature. When I export as FBX none of my changes appear to have been made. When I drag the blend file itself into Unity, the mesh appears perfect. I need to use FBX ...
0
votes
0
answers
318
views
Problems with exporting model to Godot
I'm trying to import a model I made on Blender onto a project on Godot, but the gun is always way off position wise.
This is how it's supposed to be:
This is how it's turning out:
I have other gun ...
1
vote
0
answers
104
views
Why does armature change normals in UE4?
After hours of testing, I've encountered a strange problem.
I have an animated scifi table asset I've imported into UE4. I've also imported the exact same asset without animation. Both assets were ...
0
votes
0
answers
1k
views
Animating with armature and exporting to Unity
I've animated a 3D model in blender, using Armature, to impose a wind like animation.
On each wheat head, I've placed a bone and than parented the bone and the wheat head so that once I rotate bone, ...
2
votes
1
answer
2k
views
Q:Multiple root bones after exporting to UE4
I have seen similar questions before but couldn't find an answer. When I try to import my animated mesh to UE4 it gives an error saying there are multiple roots in the armature. I did export other ...