All Questions
105
questions
-1
votes
0
answers
22
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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
46
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
21
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
37
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
11
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
68
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
47
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
51
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
78
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
103
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 ...