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Animals Model from Blender with Root Movement.

Posted By dogged2003 6 Years Ago
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dogged2003
Posted 6 Years Ago
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I searched for a long time. But it seems that after the 4th version, the development of movements was abandoned. Maybe not looking there?
Models from Blender are transferred only with additional bone to the ground.
This bone does not move!
Can there be information for developers?
Thanks for any help.

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K00L Breeze
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Many ways to rig characters. For bones not moving, study the bone info for that bone.
Is there a constraint applied? If so.. it won't move.
K00L Breeze
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Also... sometimes a bone is purposely restricted of some or all transforms. "Locking move, rotate and or scale."
This prevents animators from breaking a rig.

I see this often and look for the bone or dummy that controls the entire character.

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6 Years Ago by K00L Breeze
dogged2003
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When importing FBX, 3DEXCHANGE adds a RootNode bone (in the fifth version on YT, now something like RL_Root). How to allow the movement of this bone? Rotation is allowed for it.

P.S. When I get to the computer, I will make an illustration.

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6 Years Ago by dogged2003
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I made a cube with two bones. There are already five of them in iClone. So, I can not animate the root:


As decided in Unreal: https://answers.unrealengine.com/questions/599594/blender-specific-skeleton-extra-root-bone-fix-only.html
How to deal with this earlier: https://krisredbeard.wordpress.com/tutorials/tutorial-prevent-blender-fbx-exporter-adding-extra-root-bone/




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dogged2003
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Here's what the developers of Blender write about their FBX:
https://developer.blender.org/T45368

And all right, if only one bone would be added. There is a solution to the problem:


But three bones !!! It must be invented ... And the animation of the movement of bones is forbidden ... And the animation of the root is killed with Sample Motion ( Issue 3928 ) ... How to animate smoothly ... Very hard ... RL give a hint, please.




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It is fantastic! If i export to FBX a props (not a human) with a skeleton, the bones added by 3DX are removed. Why is this done?


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The biggest problem is the loss of the moving animation. Since RL
prohibits the movement of bones. Allows only rotation. I will demonstrate:


Maybe there is a trick, as the return movement of the object?


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K00L Breeze (7/28/2018)
Also... sometimes a bone is purposely restricted of some or all transforms. "Locking move, rotate and or scale."
This prevents animators from breaking a rig.



As I understand, IC and 3DX do not pay attention to the limitations of FBX. For props, there are no restrictions, and for *human everything is limited only by rotation.

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