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0 votes
1 answer
71 views

Problem when I export my my character to unity

I started to learn Blender this week to make a game in Unity. I made this bed that can walk, crouch and jump thanks to this video: https://www.youtube.com/watch?v=imbIsNAvUpM&t=302s&ab_channel=...
Sevlac's user avatar
  • 1
1 vote
2 answers
839 views

Shape key not working when exporting to to threejs

I've been trying to exporting animation with shapekey to threejs. The animation looks fine in Blender, but it completely doesn't work in threejs, the animation is playing part that is animated by ...
Kenny's user avatar
  • 227
0 votes
0 answers
317 views

Question regarding baking animation to deformation(DEF) bone

Trying a new method of rigging, whereby the deformation bone [DEF] is separated with the target[TGT] bone. The TGT bone will have it transformation copy to the DEF bone. This is to prevent bug from ...
Kenny's user avatar
  • 227
0 votes
1 answer
705 views

Help! problem encounter when exporting animation (with constraint)

I am having trouble exporting my animation to as a glb/fbx. I have use 'damped track" and "locked track" bone constraint to speed up my animation. The problem occur when I tried to ...
Kenny's user avatar
  • 227
1 vote
0 answers
40 views

Overriding maya rig in unity using blender

I am trying to override an existing rig in a unity project that was made in Maya so I could use items that were made in blender and animations as well in the project. The problem is that the ...
Froget's user avatar
  • 11
1 vote
0 answers
788 views

Imported Rigify rig is broken

I created and exported a functioning rigify rig (as seen in the image to the right). However, importing the .fbx back into the project, it appears broken (as seen in the image to the left). I have the ...
user12100564's user avatar
0 votes
0 answers
428 views

Rigify FBX animation export twitching

i have some problems with exported FBX animations. I'm create armature for character using Rigify addon and for Unity I use RigifyToUnity addon. I made a few animations and after try to Export FBX, ...
Yusse's user avatar
  • 1
0 votes
0 answers
65 views

Problem in animation after exporting

I have an animation which works perfectly on blender. But when I export it in the form of gltf or fbx there is one spot that doesnt look right. This looks right in blender. But after export it looks ...
Muhammad Wajahat's user avatar
0 votes
1 answer
363 views

Export Bendy bone squishy deformation?

I read that bendy bones cant be exported to other software, in my case Unity 3D. So people say you have to convert bendy bones to regular bones, then export it. Although i'm wondering if the "...
Mike's user avatar
  • 179
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 ...
Aviran's user avatar
  • 137
0 votes
0 answers
980 views

Export multiple armatures to fbx

I'm pretty new in blender and I have this issue. I've to export a book from blender to UE4, this book has 2 separate meshes (one for the cover and one for pages) and, each one, has it own skeleton. ...
Vitangelo Moscarda's user avatar
0 votes
0 answers
89 views

Why does my rig extend when I export

Whenever I export my rig all the end bones duplicate and add "_end". the rig works fine but it's only when I export. Images Here is the blender file
Ramifications_'s user avatar
0 votes
2 answers
273 views

I want to keep the same hierarchy when import a character. But it keeps on adding an "armature" on top of it

I have an issue where the character has this hierarchy in unity . But as soon as i add it in blender and make some changes, the hierarchy changes to . Is there a way where i can keep the hierarchy ...
Wahab Ahmad's user avatar
0 votes
1 answer
2k views

Is there a way to bake a Child Of constraint with proper subframe interpolation?

I'm exporting animations from Blender into Unreal, this requires them to be baked. I have a set-up with a separate custom bone for the sword that has a Child Of constraint to the hand. Everything ...
TECHNOBOG's user avatar
0 votes
1 answer
189 views

Exporting to GLTF2 breaks character skinning

I am setting up a pipeline between Blender and Godot, and I've opted to use GLTF2 in order to do this. My plan is to create multiple animations in a single blender file (run, idle, attack) along with ...
Medynsky's user avatar

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