All Questions
109
questions
7
votes
4
answers
64k
views
How do you import a rigged character from one blender file to another?
I have multiple blender characters in different blender projects and I want to bring them together in one single project, I already googled this and saw that you have to use append and link.
When I ...
5
votes
2
answers
58k
views
How to put a model in a T-pose automatically?
Is there a way to force a model to a T-pose? I need my model to be in a T-pose so that I can export it to Unity for a humanoid rig. But putting a model in a T-pose manually is hard.
So is there a way ...
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 ...
4
votes
3
answers
860
views
Is there a way to generate an armature from a collection of points/vertices?
So I have some data exported from OpenCV that captures human movement from videos, such that each joint is mapped to a point in 3d space for each frame of the video, and saved into a CSV for later use....
3
votes
1
answer
2k
views
exporting animated model to unity 5 totally deform the mesh
I am trying to import a model in unity from blender. But using FBX is a total disaster, collada looks "better", at least I can recognize the arms and legs.
This is the link for the original blend file:...
3
votes
2
answers
4k
views
Arm resets position when exported?
So in edit mode when I export my hand model into unity 3d, the hand resets its position, but when I go into edit mode the hand also goes back to its original position. I have a animation with it, so ...
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 ...
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 ...
3
votes
0
answers
8k
views
How to transfer rigged model from Blender to Maya?
What is the best way to export a rigged model from Blender to Maya?
Which format is preferable, should some settings be tweaked? Or is the whole idea wrong and the rig won't work properly after ...
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 ...
2
votes
1
answer
145
views
Exporting Motion Constraint rigging
I have a blender model of an aircraft which has been rigged using Blender motion constraint system. I am new to blender and need to get this model into another program (modo or 3ds max). Is there any ...
2
votes
1
answer
737
views
There are some strange issues with exporting blender bone animation to UE
When I organized the bone mesh in Blender and created an animation for it, there was bone distortion when importing it into UE,
I am using Blender3.0
I am using the MMT plugin
My character bones have ...
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 ...
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 ...
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 ...