-
-
Notifications
You must be signed in to change notification settings - Fork 133
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Blender 2.8 error trying to export with Rigify Armature. #154
Comments
fixed by #155 |
I'm sorry but it is still not possible to export the model correctly with Rigify armature. |
I can confirm the exporting crashed at some point exporting rig animation. The exporter have not really take Rigify and Animation Driver into account yet, so most likely it is related to them. |
Thank you very much for checking this out. You Rocks! |
In an effort to try and test your changes in the pull request I opened and saved my 2.7 file(because the "better collada exporter") in 2.8 and now I can't open it back in 2.7 to export. 😓 😢. Now I'm going to try to append the animations from the 2.8 file to a new 2.7 file. 😞 |
Ah, sorry for the trouble.. yeah it's annoying 2.8 blend file can not revert to 2.7. I just made another try with the branch HEAD, it comes out fine on mine. By looking at how deformed your screenshot is, I wonder are you export to the escn file which is opened in Godot? Sometimes, it cause very wild deform. If so, try to clear the .import folder and .import file and export it again. Thanks |
Glad you have made it work! And thanks for your patience :D
Are you suggesting the A-Pose only exports when putting on the top of the stack? I am not very clear about this part. If it is something need user to pay attention only to make it work, it is bad, it should better be handled by scripts.
I think it is exactly why this addon is brought up by community, everything is possible as any godot scene can be fully described by ESCN/TSCN. Though, still a lot work needs to be done at this addon side.
Actually now it is designed to exporting Shader Material.., because Shader Material is able to cover general CYCLE/EEVEE shader node tree. A little more complex shader (e.g. with any converter node) would be not able to export to Spatial Material. However, Spatial Material could be useful for shader tree with only one shader and texture input, so I opened #158. By the way I checked your blend file, most of the materials should be successfully exported as Shader Material, but I noticed your screenshot is all black 😂. If you want, you can just open another issue about the material |
close this issue as the main animation bug is fixed, feel free to open new issues if you think the exporting workflow need improvement. |
Hi! Sorry for late reply.
The Mesh is posed and exported as the top action, here in the screenshot you can see that my top action is "CharacterIdle": When opened in Godot, you can see that the Armature is posed in its Rest Position but the Mesh pose is the "CharacterIdle", when this happens the animations are broken because the mesh is not in sync with the armature. It wold be nice to have spatial materials for simple Principled BSDF configurations though😄 Another think I found is that animations with "_loop" suffix are not marked as loop in Godot. I think I could open an issue about this little enhance. Thank you so much for your help 😃 |
Got it, it is a bug (actually a regression I solved this for blender2.79) that exported mesh is deformed by armature |
weird, I tried a lot and can not reproduces this issue 🤔, all the exported mesh is in not deformed by armature (i.e. in REST position) . Also I think the exporter has some code making sure exported mesh is not deformed. So I am kind of lost on this issue.
Thanks for post this here, it is a bug. I will add some fix to make sure animation can be correctly exported when the object is mute. Also update the doc. |
OS:
Windows 10
Blender version:
2.8
Issue description:
I don't know if it is related to Rigify , but I got the error:
I checked the "Selected Objects" option.
Minimal reproduction project:
The text was updated successfully, but these errors were encountered: