All Questions
20
questions
0
votes
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answers
37
views
Distortion Issues When Exporting Cat Rigify Animation
I am creating a cat model and rig with a team for a school project. The cat mesh was created in zbrush and has a medium polycount. We followed this tutorial to use rigify with Blender to rig and ...
0
votes
0
answers
44
views
When I import the animation into UE, there is an offset
I am creating a grenade for my project. I want to implement the grenade as a device in UE, with functions such as taking it out and throwing it. I created a bone for my grenade in Blender and ...
0
votes
0
answers
181
views
Exporting a rig to unreal, one of the bones is excluded or not there? it is greyed out when I open it in Unreal
Exporting a rig to unreal, one of the bones is excluded or not there? it is greyed out when I open it in Unreal
I'm not sure what exactly is happening when it gets to Unreal, any advice or solutions ...
0
votes
0
answers
35
views
Blender added extra bones on the final tip of each original bone
As per subject, tried to export an fbx (just the mesh and rig: I avoided to extract animation for now) but, on reimporting it into Blender, I see it haves an extra bone to each final tip, and the root ...
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 ...
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. ...
0
votes
2
answers
302
views
Why do only the eyes on my character armature export incorrectly on FBX?
Basically, my character only has two meshes, the body and the eyes. I made sure that the bones are correctly named. Both eyes are named EyeMesh_L and EyeMesh_R. I also made sure to apply all the ...
0
votes
1
answer
178
views
My FBX import doesn't have any animation and looks very deformed. Help!
I'm new to blender, and I've been working on this game that has a reload animation for the First Person. When I look at the .blend file, the animation is there and the 3D looks fine. However, when I ...
0
votes
1
answer
255
views
Blender to Unity: Animation is wrong applied
getting animations to Unity is usually not a problem at all, but today I tried something new.
I animated this 4-parted horizontal sliding door by creating ONE armature with 4 bones for each part of ...
0
votes
0
answers
191
views
Leg Bones "Freak Out' When Exported to FBX
I am animating an armature and everything is fine in the .blend file, however when I export to an fbx the upper leg bones sometimes rotate erratically for a few frames. Below are two images: the first ...
2
votes
1
answer
2k
views
Exporting Animation without IK targets, poles bones and other controls
I've created a character that has been rigged with IKs constraints for legs and arms and some other custom controls implemented through other constraints applied on control bones (like a copy rotation ...
1
vote
0
answers
338
views
How to apply axis conversion to quaternion keyframes
I'm trying to write an exporter for Blender, but i can't wrap my head around how to get the rotations straight. In the format I'm trying to export to, the initial orientation is always neutral ...
1
vote
0
answers
574
views
How to export a mesh with skeleton as FBX for UE4?
i would like to export this mesh as an FBX file.
So far i'm able to export the static mesh but without the skeleton.
It looks like there are many "lines" but only 8-9 bones for the wheels. This ...
3
votes
2
answers
1k
views
Exporting bendy bones/shape key animations?
How can I export these animations into another program? I don't need the rig itself in these other programs, I just need the mesh's animations to be exported, if that makes sense. Is this possible, ...
0
votes
1
answer
936
views
Spline IK bake and export problem
I’m having some trouble with SplineIK. I made a rope with bones, animated on a curve. I used spline IK and at the end I baked it before exporting. Everything works well in Blender before exporting, ...