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0 votes
0 answers
200 views

Problem to animation export in unity using rigify (quadruped)

i have a problem with fbx export, particularly with the animations (for the dubts, include my settings for the fbx export) i have done a rig with rigify (quadruped), the animations are perfect in ...
nik fiorentino's user avatar
3 votes
1 answer
290 views

No vertex groups on vertices on evaluated object

I need to read the vertex groups in objects for an exporter I'm working on. I'm using evaluated_get to get the objects with modifiers applied in a non-destructive way. However doing this makes the ...
General_101's user avatar
1 vote
1 answer
5k views

Is it possible to export just the keyframes of an animated model into COLLADA in Blender 2.8 (unbaked animation)?

I'm trying to export a rigged model into a COLLADA file. However, it seems to bake (bake may not be the right word - I'm new to Blender) the animation in the sense that it exports every frame's joint ...
lGuy's user avatar
  • 11
0 votes
0 answers
24 views

Inconsistent pose when exporting rigged model to UE4

I'm having a problem where when I work with my model in Blender its pose is equal on both sides, but when I import to UE4 it gets this weird inconsistency in the left arm that rotates and lifts it in ...
LuckyCOINNNN's user avatar
1 vote
0 answers
454 views

Distorted animated model when exported to FBX

I've been making some animated rigs with rigify. All works fine. The problem is, when I export the model with animations to FBX, the mesh gets crazy distorted in any program I open it afterwards. I'...
Alberto Elorduy's user avatar
1 vote
0 answers
36 views

Recommendations on buying a rigged horse model [closed]

I need to purchase a semi-realistic horse model that I can pose. My intent is to composite still renders of it into several photos. I also need to re-texture it and would prefer a model that comes ...
Falcor's user avatar
  • 11
2 votes
0 answers
510 views

Actions name when exporting to FBX

I named my actions in the Action Editor. 01_Stop, 02_Walking and so on.. However, when I export my model and my animations (actions) to .fbx, the names are messed up, it adds the name of every parent ...
Masu's user avatar
  • 41
0 votes
2 answers
2k views

How to properly bake action for armature

I just learned bake action with rigacar. I thought it would be the same for rig-ify .I click armature to be baked, go to the last layer (where I think are the def bones not really sure). I select all ...
user39927's user avatar
2 votes
1 answer
452 views

Rolling paper with bones

I'm trying to make rolling paper using bones. I'm using a curve, three bones, and a plane. The bones are following the curve path but the plane which is subdivided does not make the right turn and it ...
blenderjerry's user avatar
0 votes
0 answers
52 views

Mesh exporting inconsistent with blender

I have a mesh in blender that I have been working with and am having an issue with exporting (regardless of the file type). My mesh looks like this and have a number of poses in each animation frame: ...
Stephen's user avatar
  • 46
3 votes
0 answers
6k views

Stop Blender from exporting the additional Armature root bone/object in FBX files

I am having a problem when trying to export my animation to Unity. What happens is that whenever I export the .FBX file, Blender adds an extra object named "Armature". Therefore, the hierarchy of the ...
Rellfy's user avatar
  • 31
1 vote
0 answers
104 views

Spline IK gets disabled on random frames (new depsgraph) / bone drivers get updated too late

I’m trying to get my Spline IK working. It’s behaving the way I want to, except for random frames where it looks like the Spline IK doesn’t get applied to the bone chain and the bones go back to their ...
Kati Knitt's user avatar
0 votes
0 answers
1k views

The BOS FBX import / export addon for blender does not work

I was looking for a better FBX support for Blender and I found this FBX exporter,which uses the official Autodesk FBX SDK (2015) : http://www.gamefromscratch.com/post/2015/12/17/Better-FBX-Support-in-...
Marietto's user avatar
  • 1,377
0 votes
0 answers
655 views

Deformed mesh after export

So my issue is pretty frustrating. I am importing an FBX I have exported from Unreal Engine 4.19.2. It seems to import correctly or at least I think, you can see the bones below. After exporting (I ...
John's user avatar
  • 1
2 votes
0 answers
134 views

Blender and Unreal Engine 4

What is the current progress on making Blender and the Unreal Engine 4 more compatible? Importing static meshes from Blender works satisfactory in most cases but rigs and animations are difficult due ...
ChrisWestland's user avatar

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