union12 Posted January 10, 2015 Share Posted January 10, 2015 Hello, I have a character that was rigged using mixamo's auto-rigger (25 bones). The animation works fine in blender (2.72b) but when I export the babylon file and bring into the sandbox I can see the character but he doesn't move. Attached babylon files. Thanks! carl_walk.babylon.zip Artem Poletsky 1 Quote Link to comment Share on other sites More sharing options...
davrous Posted January 10, 2015 Share Posted January 10, 2015 Hi! The sandbox is not launching animations. You need to load your model and start the exact animation you'd like by code.Bye,David Quote Link to comment Share on other sites More sharing options...
union12 Posted January 12, 2015 Author Share Posted January 12, 2015 Hi David, Got the animation running but the character rig is warped and stretched. Everything works fine in blender but not in babylon. In the log file there are warnings about Maximum # of influencers exceeded for a vertex, extras ignored. Is this what is causing the rig to not work correctly? Attached source files. Thanks for your help! TestApp.zip Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted January 12, 2015 Share Posted January 12, 2015 Yes, that is what Exceding 4 influencers looks like. Quote Link to comment Share on other sites More sharing options...
gryff Posted January 12, 2015 Share Posted January 12, 2015 Union, checking the files you provided tells me this came from Mixamo - all free stuff - both character (Carl) and the basic walk animation - so no issue there. I gather that the the download from Mixamo was as a .dae file with the option not to include all the finger bones(20+?). This will run in Blender nicely but because of what seems the "4 influencers" issue does not work well in babylon.js But I was able to make it work. Carl Here are the basic steps I took using Union's files: 1. Put the rigged figure into the "rest pose in Blender (Click on the armature then go to Armature Properties->Skeleton->Rest Pose.2. Selected the "Carl" mesh and unparented it (ALT + P, then "Clear Parent"). The mesh flips over onto its back. So, rotate the mesh 90 degrees on the X-axis. The rig and mesh should be lined up.2a. Apply the Rotation***3. Selected the "Carl" mesh and deleted all the vertex groups.4. Select the mesh and then the rig/armature then CTRL + P and select Automatic Weights. Now export to a .babylon file. Seems to work fine. I suspect that the mixamo weight painting , or the weight paint assignment through the .dae import may be having an impact on "4 influencers" issue. The steps1-4 above essentially remove that and reassign them using Blender's rigging system. I have created a zip file with my .blend file, my .babylon file and the character texture. You can find it here: Carl.zip My file also contains some other cleanup, but nothing relating to the character animation. I might lower the specular level as I don't think his jacket and pants are quite that shiny cheers, gryff EDIT: *** it is amazing what you do automatically Artem Poletsky and JackFalcon 2 Quote Link to comment Share on other sites More sharing options...
union12 Posted January 12, 2015 Author Share Posted January 12, 2015 Very Cool, will follow your steps for all my mixamo rigs. Thanks for all of the help gryff! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 12, 2015 Share Posted January 12, 2015 Gryff I sent you a PM:) Quote Link to comment Share on other sites More sharing options...
gryff Posted January 13, 2015 Share Posted January 13, 2015 And DK, I replied cheers. gryff Quote Link to comment Share on other sites More sharing options...
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