Skip to content
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

Animation issue after exporting. #21

Open
gfcrba opened this issue Apr 22, 2020 · 2 comments
Open

Animation issue after exporting. #21

gfcrba opened this issue Apr 22, 2020 · 2 comments

Comments

@gfcrba
Copy link

gfcrba commented Apr 22, 2020

Don't know if i should post it here, but maybe someone will find it here and it will save his day.
I'm trying to add animated character from mixamo.com to my babylon project. I followed tutorial https://doc.babylonjs.com/resources/mixamo_to_babylon. I've used exporter 6.3.1. and 2.82a blender.

Tutorial works well, except one thing. If you name your animation so that it will go after TPose alphabetically you will get complete mess in sandbox.
My case was I named t-posed animation TPose. And I had a walking animation which I called Walking.
So in list I had Running, IdleToAction, StopWalking, TPose, Walking. After export things go complete mess. When I renamed my Walking to SWalk to be before TPose everything works like a charm.
Can you mention it somehow in tutor?

@Palmer-JC
Copy link
Collaborator

Did not do this doc. Put it on the forum. Someone will probably see it there.

@darkosoii
Copy link

darkosoii commented Jun 5, 2020

I'm having a similar issue. When I return the skeleton to rest pose I can see that the rest pose is not the standard t-pose.

Edit: This is being caused because when the exporter is exporting meshes blender is still in OBJECT mode so the mesh is in the pose of the last frame it exported. If the mode is set to EDIT before the Mesh this corrects the output. Another thing is that the rest matrix and the 'matrix' property of the bones should be the same. This enables the base matrix to be set correctly when it is imported by the babylon importer. Otherwise you have to set the skeleton to restpose to reset the base matrix.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants