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1 vote
0 answers
18 views

Accuracy issue when exporting from Blender to Sketchfab [closed]

Example of model mesh in Blender viewport Example of model mesh in Sketchfab viewport I have spent several months modelling, texturing and animating a star wars model in Blender and I am having some ...
Dan Smithson's user avatar
-1 votes
0 answers
23 views

Character Animation not rigged to armature when exported to unity

Character Animation downloaded from mixamo work on unity, but same animation when edited on blender and exported, don't work. In unity it shows mixamo animations are rigged to armature, but blender ...
Mohammed Ali Shaikh's user avatar
0 votes
1 answer
49 views

Rigify Export To Unity Animation Break

So I'm having a problem with rigify. Couldn't find solution online but also, don't know how to search for the nature of the problem in the first place since I'm new to this. Spend many hours breaking ...
Elixthenese's user avatar
0 votes
0 answers
22 views

How to export models with advanced rigs (i.e. rigify) to FBX or DAE

I have a blend file I want to export to DAE or FBX. The problem is that the model has a rigify rig and the metarig was not provided. Exporting the model causes Blender to crash. The issue appears to ...
Ethan's user avatar
  • 158
0 votes
0 answers
27 views

Using a Maya FBX rigged character to generate new characters and rigs in Blender

Good evening! This is the first time I'm approaching the stackexchange, I really hope this question doesn't sound too complex or messed up. TL;DR: How do I create Blender armatures that work this Maya ...
Jomomu's user avatar
  • 1
0 votes
0 answers
39 views

Armature exports broken

Hello I created this model (Each arm and leg is separate armature) For some reason it exporting it and importing it turns into this: Model being export: Model Imported: for some reason some hands ...
CowToesies's user avatar
0 votes
0 answers
12 views

Parented object on imported FBX giving weird rotation data

In the original mesh everything was zeroed out before parenting to the armature, and appears fine before export, but then when I import the model back into blender the parented object is giving weird ...
strawberrypirates's user avatar
1 vote
1 answer
34 views

Two objects fly away whenever exported as .fbx

Hello! I have an issue where the two highlighted meshes don't retain their position when exported as .fbx. I have tried applying transformation, rotation, and scale as suggested in another question, ...
ChocolateResolve's user avatar
0 votes
0 answers
30 views

Blender's bone.matrix_basis.to_euler() output data is flipped on some bone

I'm currently writing a blender addon to export animations to a json format which i can use for my projects. My current way of exporting is this: I grab the matrix of the armature bone: ...
Hellaweird's user avatar
0 votes
0 answers
34 views

Bake on Export doesn't work as expected when using Rigify

I have a simple 100 frame animation with the keyframes on the Rigify control rig. I have a separate "target" armature that copies the locations/rotation of the Rigify ORG bones. I can select ...
dagobaking's user avatar
1 vote
0 answers
74 views

Blender FBX export is not rigging my bones correctly

I have this 3d model that has separate limbs as different objects, and all the bones are parented as "Bone" except for a few of them which are deform bones. I have an animation that's ...
SnowyCrash22's user avatar
0 votes
1 answer
49 views

Daz character import - sharp bones/mesh

Could anybody provide a solution to this please I've imported a Daz Genesis8 female into blender using the official bridge - which I do like. When moved into a certain pose position, i.e bend at ...
trebor88's user avatar
0 votes
0 answers
53 views

Can't export armature as GLTF with leaf bone

The option to add leaf bone appear if it were to export as FBX. However, exporting as GLTF doesn't have anything related to that. I needed to export as GLTF because GoDot does not support FBX. What ...
Natthapol Maneechote's user avatar
0 votes
0 answers
32 views

How to export a model and armature into another blender project?

I don't know how to properly export a model and armature into another project and still be able to animate with it in the new project.
VirtualFever's user avatar
0 votes
0 answers
81 views

How to "freeze" armature bone transforms like in Maya (to export to Unity)

I'd like to ask if there's a way to "freeze" the transforms of every bone in an armature (setting their localPos = 0,0,0, localRot = 0,0,0, localScale = 1,1,1) without modifying their actual ...
Bruno Costa's user avatar
0 votes
0 answers
104 views

(SMD model) How to prevent stretchy textures when model is animated?

What I am trying to do: Import a model from blender into Garry's Mod (a video game). I applied a basic skeleton with the proper format needed to port a model into the game: When I fixed the model to ...
Shaneless's user avatar
0 votes
1 answer
227 views

How do I save and re-export my SMD model and maintain the changes made?

What I did: Step 1: imported SMD model (came with bone structure/armature) Step 2: scaled the model to fit the bone structure and rotated it 180 degrees (z axis) Step 3: properly fit the bone ...
Shaneless's user avatar
0 votes
0 answers
795 views

Blender > Unity - How do I set a Mesh's Root Bone?

When I export my skinned character from Blender to Unity all skinned meshes of that character have the wrong transform assigned in their Root Bone transform field. Why is that bad? Whatever you assign ...
Ninkognito's user avatar
0 votes
1 answer
346 views

Blender adds Armature name to Actions name when exporting FBX

When I export an animated FBX with different Actions in it, Blender renames the Actions like this (Armature name 2x before the action name). I tried renaming the Actions directly in the Blender file ...
Rodrigo's user avatar
1 vote
1 answer
549 views

fbx export destroys the bone direction

When I try to export the model as fbx file, the bone structure is destroyed. I've checked not to add leaf bone when importing/exporting the file. It is suppposed to look like this. After I export/...
julius's user avatar
  • 65
0 votes
0 answers
1k views

How do I export my armature with the mesh?

When I export my model, I want to export its armature along with it so I can load the character into new scenes for animation. When I try to do this, Blender only exports the mesh, the armature is not ...
Kukul's user avatar
  • 1
0 votes
1 answer
202 views

How to determine local x and z axis of bones

I'm interested in the local coordinate system of the bone in order to interpret animation data from blender correctly in my game. For simplicity I'm assuming 0 roll. Getting the y axis seems straight ...
Jan-Marc's user avatar
0 votes
1 answer
29 views

How to correctly export a rigged suspension object for use in a game engine?

I have made a simple car suspension in Blender, intended for use in Unreal Engine 5. I have built it as multiple meshes – one for each wishbone, wheel hub, damper etc., and created separate armatures ...
Igor Trujnara's user avatar
0 votes
0 answers
125 views

Unreal Engine 4 can't reflect meshes, armature, and animation as per the Blender 3 3d viewport?

I used a link or streaming plugin or addon like Link Live or Blender to Unreal plugin to import from Blender to Unreal Engine 4. I need this character, as how it is in the Blender 3d Viewport, ...
Francis Mike Nathan's user avatar
1 vote
1 answer
1k views

Bone Constraints and Drivers not exporting correctly on FBX

I'm currently trying to export my armature + mesh to Unity, however, the animations did not seem to export correctly (FBX). The armature's bone constraints and driver seemed to only be refreshed 1-2 ...
KeyframeMaster's user avatar
0 votes
0 answers
141 views

Export multi user objects with armature

Lets say I have 2 arm objects (Arm_1 and Arm_2). Their mesh is a multi user data. So that if I edit something in one arm the changes are applied to both arm objects. I also have a single armature with ...
theCodeHermit's user avatar
0 votes
0 answers
2k views

model is extremely small when importing into Unreal 5

I'm pretty new to modeling and am having some trouble getting my model to be the correct size after import to Unreal 5. everything I have read/watched tells me to make my scene unit scale .01. This ...
MacAndWeenies's user avatar
0 votes
1 answer
326 views

Armature with a shrinkwrap constraint exported as animation data

I guess my question is how to bake the animation data from the Shrinkwrap constraint onto my Armature, but I'm so confused... So I really want to export from Blender to Marvelous Designer my character ...
L1994's user avatar
  • 93
1 vote
2 answers
825 views

Wrong animation after collada export

I have a problem with Blender when exporting my model to Collada. I created a simple chest after following a tutorial on Youtube. I order to animate the opening of the top-part, I've added a single ...
Weezo's user avatar
  • 21
0 votes
0 answers
902 views

How to save armature orientation on export to GLB

I am being asked to work on a rigged model, but I've never used the GLB format before and I'm struggling with the armature. The original model and bones look like this when I import the original file: ...
Marisha's user avatar

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