All Questions
106
questions
12
votes
3
answers
7k
views
Animate MakeHuman character with BVH using Three.js
I'm trying to animate a mesh via it's skeleton on a webpage using a BVH. Here's the overall process of what I'm trying to do:
Make a character using MakeHuman and export (mhx format? seems to work ...
6
votes
1
answer
1k
views
BVH Export/Import, Armature different when re-imported
If I export an armature as bvh and then import it back, the imported armature doesn't look anything like the original.
Could anyone please have a look and advise?, blend file
0
votes
1
answer
866
views
How to export animation to DirectX
I have made a character and rigged him, but I need to export the character as x-file. The problem is this won't export correctly. The strange thing is: I tested it with only a simple animation - just ...
0
votes
0
answers
353
views
Can not export animation that is not skeletal animation to Ogre
There are some animation in my .blend and there is no armature in it. So the animation in it is not skeletal.
I used "OgreDotScene Exporter" tool and NLA Hijacking to export my .blend into .mesh and ....
1
vote
0
answers
1k
views
How can i get MakeWalk working
I am doing a big animation project. I am doing some animation scenarios and I need to apply each one on different MakeHuman character (different men and women). So, once I finish the scenario, I ...
3
votes
1
answer
1k
views
Python exporter set armature to rest pose while exporting meshes
I am exporting meshes attached to bones. For each mesh I have transform matrix
that is used to position mesh relative to bone.
This relative matrix is calculated using:
...
4
votes
1
answer
3k
views
Import a bvh file and export it to be the same
I have a bvh file found here and I want to import it to blender, then export it again so that both the original (imported) and exported bvh files are identical. I'm not sure what options I should ...
2
votes
2
answers
3k
views
Exporting fbx animations includes Garbage (UE4)
When I export the animation as fbx for UE4 there are lot of garbage animations some of which are 2 frames long and others are same length as the required animation.
Once I made a walk cycle of 180 ...
5
votes
2
answers
58k
views
How to put a model in a T-pose automatically?
Is there a way to force a model to a T-pose? I need my model to be in a T-pose so that I can export it to Unity for a humanoid rig. But putting a model in a T-pose manually is hard.
So is there a way ...
2
votes
1
answer
1k
views
Copying Armature through Python API
I'm writing an exporter, and I want to transform an armature to Y-Up coordinates without actually saving it back to the blend file.
So, here's my transformation matrix:
...
2
votes
1
answer
2k
views
Access Bone Coordinates using Python API
I'm trying to export bone coordinates using ob.find_armature().data.bones.
I made a test file that has two connected bones, and set these position values manually ...
1
vote
0
answers
5k
views
Importing blender rig into Cinema 4D Lite
I'm new here, so please forgive me if I break a rule. I am a cinema and animation student creating an animated film that combines 2D and CGI animation. For compositing and other reasons, I would like ...
3
votes
1
answer
3k
views
Blender Python - exporting bone matrices for animation relative to parent
I am making a homegrown 3d engine for my projects.
So far, I am able to export:
mesh
materials
Node hierarchy
Each node in my engine has it own mesh(optional), material(optional) and a PARENT-...
1
vote
2
answers
3k
views
Workaround for 'Inherit Rotation' in armature?
I'm trying to export a bone animation. I've followed a lot of the suggestions found in this helpful tutorial, with success. Near the top, they suggest that I avoid unchecking the 'Inherit Rotation' ...
18
votes
3
answers
21k
views
How to get keyframe data from python?
I am looking for help on how to export armatures and their animations in a custom export script.
I wish to have an animation format similar to BVH, i.e. a bunch of ...