All Questions
109
questions
1
vote
0
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5
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Blender adds addional bones on export (disable add leaf bones/better fbx export addon dont help)
Blender adds addional bones on export (disable add leaf bones/better fbx export addon dont help)
After export
Before
Project: https://drive.google.com/file/d/1aJrQEQrzYd_8Ev-3uzxya3XAsVniAABm/view?...
0
votes
3
answers
804
views
Twisted bones in Unity but not in Blender
We have mocap animations and when adding those animations to characters in Unity their lower bodies get twisted like that. But when I import those animations to Blender to inspect they don't have such ...
0
votes
1
answer
19
views
How do I stop mmd tools from merging objects upon export?
I have a FNaF OC that I am trying to get to mmd. I have everything rigged properly (For blender, I guess), and everything moves as it should while still in blender. When I import the exported PMX back ...
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
1
answer
5k
views
Blender Skeletal Mesh into Unreal
I'm learning Blender and Unreal side by side.
I've made a mesh and would like to use as my main character's for the game I am building. The mesh looks alright, even comes into the game with all the ...
0
votes
0
answers
21
views
Issues with Exporting Rigged Animation from Blender to Cinema 4D
I made a character animation with the Rigify add-on in Blender. I'm trying to use it in Cinema 4D by exporting from Blender. I tried exporting to both .abc and .fbx file formats and baked the pose ...
0
votes
1
answer
450
views
Bones change rotation to first frame of last animation
I want the bones rotation of my model to be at 0,0,0 when exporting. But it automatically sets the rotation of the bones to the the first frame of the last animation used. I cant seem find anything on ...
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 ...
2
votes
1
answer
99
views
How can I export a Rigify rig to fbx?
Can anyone help and explain how to export a character model with armature (from Rigify) and animation to fbx using Blender v4.1.0?
I've already tried several times, changed the export settings, but ...
0
votes
1
answer
40
views
Glb skinning object export issue
skinning object already its under parent of amateur bone. While exporting to glb and see in babylonjs viewer skinned object is outside of root node. is that any solution to fix the issue. also i ...
1
vote
1
answer
1k
views
Manually Painted Vertex Weights don't export to FBX, but auto-weights do
I'm exporting using the AutoRigPro exporter. In Blender, the weights look fine (the first image). However, After auto-weighting to my rig, I needed to do some manual painting around the wrists to fix ...
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 ...
0
votes
0
answers
22
views
How to export models with advanced rigs (i.e. rigify) to FBX or DAE
I have a blend file I want to export to DAE or FBX. The problem is that the model has a rigify rig and the metarig was not provided. Exporting the model causes Blender to crash. The issue appears to ...
0
votes
2
answers
751
views
Added .FBX doesn't follow armature "head" bone
(newbie here)
I have an rigged character and I am trying to add additional .FBX props on top of that.
Steps followed:
Import FBX prop (a branch in this case)
Add Armature modifier and linked it to ...
1
vote
1
answer
3k
views
Exporting / Importing Object with Animations
I've been trying to work on a bow and arrow and get it working inside unity. I don't have much experience with animations, but I've successfully got my characters to run, walk, idle, attack, get hit, ...