All Questions
106
questions
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 ...
-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 ...
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 ...
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 ...
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 ...
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 ...
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 ...
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, ...
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: ...
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 ...
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 ...
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 ...
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 ...
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.
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 ...
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 ...
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 ...
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 ...
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 ...
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/...
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 ...
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 ...
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 ...
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, ...
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 ...
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 ...
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 ...
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 ...
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 ...
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:
...