All Questions
38
questions
-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
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 ...
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
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
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 ...
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
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 ...
4
votes
1
answer
2k
views
Exporting armature without adding leaf bones - bone size change
When I export an armature from blender (FBX) the bones at the end of each 'chain' are exported with a minimal length, in blender the length is fine, but in UE/Cascadeur the bones are small. why is ...
1
vote
1
answer
328
views
Converting "child of" animation to regular location one
I have an animation involving two nodes: there is a character, who takes an object to his hand. Both character and the object have an armature, and there is a "child of" modifier between the ...
0
votes
2
answers
302
views
Why do only the eyes on my character armature export incorrectly on FBX?
Basically, my character only has two meshes, the body and the eyes. I made sure that the bones are correctly named. Both eyes are named EyeMesh_L and EyeMesh_R. I also made sure to apply all the ...
6
votes
2
answers
21k
views
Is there any USDZ exporter for Blender?
I am trying to export to .usdz. I am using Blender version 2.92+ and I need to export the model along with its animation and the textures into one single ...
0
votes
0
answers
1k
views
Mesh distorted by rig after export
I have a rigged and animated character that looks completely fine in blender (original .blend file). When I export it, the mesh gets distorted in some places. It looks like some of the vertices are ...
1
vote
0
answers
62
views
Poor Animation FBX Export, Random Rotations of Bones
I created some animations(like idle, walk, attack etc.) for a model in blender. I then exported them as an fbx to use them in unity. All the animations works fine in blender. In unity, all of them ...
0
votes
0
answers
139
views
How to apply "Envelope Muliply" in Deform in Export
Title. I have a bugged shoulder in animation of a mesh that I have imported into UE4. I went back into blender to select the bone and I went to bone properties and checked "Deform" which was ...