It’s really hard to pose the character and move it at the same time. I bumped into this thread because I was having a hard time animating my root bone in blender with my setup. I’ve wasted innumerous hours and cracked my head to get this to work. If the scale values are not changed in the blender exporter and in the unreal importer, then root bone will have a scale of 1, 1, 1 and your animations will look tiny. If the armature in blender is named “Armature”, unreal does not create this node, and uses the root node from blender instead. Maybe if I waste a bit more time, there’s a setting that will make unreal create the root with a 1, 1, 1 scale, I don’t know… When the armature is renamed to other thing then “Armature” in blender, Unreal creates a root node in the skeleton with a scale of 100, 100, 100 (no idea why). Change “Import Uniform Scale” to 100.0 under Transform in the Unreal importer Change the scale to 0.01 in the fbx exporter in blender If you get the annoying error “transforms different whatever” when you import to Unreal (I think you will have if you create a root bone in blender), then you have to: You can now animate your root bone as normally because it is now part of your armature. If you don’t do this, you will get the “Multiple root bones” error while importing to Unreal. Now, if your armature is named “Armature” in blender, you will have to add a root bone to your armature (I place it at 0, 0, 0) and parent all your bones to it. This is because if you rename the armature to other thing then “Armature”, Unreal will create a root bone with the name you have given to your armature. I just leave the name “Armature” (this seems to be a special name for the unreal importer). How do you do if you have several actions? So I am guessing what I would need to do is a pass where I increment through the bones and order them correctly by referencing their parent? bone.index:0 bone.parentBoneIndex:-1Ībove is the output of the order and parent indexes as is.Animating the armature separate from the skeleton poses some problems. babylon file?Īnd now looking at the files I think you are 100% right… in a working one the bones are parents are listed before the children on the bones list and in the unworking one I have like bone ID 3 referencing bone ID 43 are its parent. I just got what you were saying, so maybe I need to reorder the skeleton list in the. Raise Exception('bone name "' boneName '" not found in skeleton')ĮRROR: bone name "" not found in skeleton Self.parentBoneIndex = Skeleton.get_bone(, bonesSoFar).index if bpyBone.parent else -1įile "C:\Users\pryme\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\babylon_js\armature.py", line 162, in get_bone (Bone(bone, bpySkeleton, self.bones))įile "C:\Users\pryme\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\babylon_js\armature.py", line 23, in _init_ (Skeleton(object, context, skeletonId, ))įile "C:\Users\pryme\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\babylon_js\armature.py", line 84, in _init_ I have verified that the bone exists… = An error was encountered =įile "C:\Users\pryme\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\babylon_js\json_exporter.py", line 94, in execute I have done this in the past no problem, but now its acting up on export. I subdivided the armatures that were needed deleted the old modifiers and vertex groups then re-skinned the mesh weights. So I ended up with a situation where I needed to add a few more bones to my rig in blender.
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