All Questions
20
questions
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
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 ...
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 ...
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 ...
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 ...
1
vote
0
answers
228
views
Exporting then importing a character model with armatures and pose bones still working
I export my character model as either a FBX or DAE and both file formats fail to import the armatures with their custom shapes and pose bones connected to the mesh. the bones will appear but are no ...
0
votes
1
answer
255
views
Blender to Unity: Animation is wrong applied
getting animations to Unity is usually not a problem at all, but today I tried something new.
I animated this 4-parted horizontal sliding door by creating ONE armature with 4 bones for each part of ...
0
votes
0
answers
33
views
UV change (why?)
I am exporting GLTF files it looks like the right (with bone) or left(without bone).
3
votes
1
answer
2k
views
Convert particles to animated mesh including existing armature animation
The situation
I am using a boid physics particle system in Blender 2.82. I am rendering the particles using an object that has armature animation. Following a process similar to what is described in ...
2
votes
1
answer
4k
views
Blender Armature/Rig exported, without Bones but with Animations (to Unity)
When I export my rig from Blender to Unity the bones under my characters armature vanish. Animations are listed and work as generic.
I can't reconfigure the rig, because Unity doesn't find the bones.(...
1
vote
1
answer
811
views
Armature: Bones deforming mesh objects in GLTF viewer
Hello fellow BlendMasters!
I am trying to make a simple sliding door animation for my GLTF viewer and keep running into this problem:
When i parent my objects (doors) with the separate bones (ctrl + ...
1
vote
1
answer
929
views
How to export Bone matrices for animation?
I'm trying to export armature bone matrices (relative to parent), but fail miserably, because sometimes rotations and translations are getting applied to different axes, in comparison to Blender's ...
2
votes
0
answers
776
views
Armature Root Bone in FBX Export
I've seen several posts on this topic, but I fear they are old and forgotten, so I decided to post a new one.
I've been working around the armature being exported as the exterior-most bone in FBX ...
1
vote
0
answers
383
views
How to export duplicate bone instances as an FBX?
I'm trying to get this model I'm working on to export properly into Unity with no luck. Everything is exporting properly except the actual bones of the model, which aren't exporting at all (I have '...
1
vote
1
answer
376
views
Which steps are missing to make simple bone animation?
recently I started a little project in 3d.
So I created a simple model to check how it works in game engine but I'm stuck at exporting this model from blender, because my animation / sequence is ...