All Questions
109
questions
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 ...
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 ...
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 ...
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 ...
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'...
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 ...
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 ...
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 ...
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 ...
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:
...
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 ...
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 ...
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-...
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 ...
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 ...