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[Solved] Mesh: Object_0 has unapplied transformations. Export cancelled


8Observer8
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It is my first export of a model with a simple animation. Please, try to export this model to .babylon file (see an archive with the model below)

You will see this message:

 

Quote

Exporter version: 5.0.5, Blender version: 2.77 (sub 0)
========= Conversion from Blender to Babylon.js =========
    Scene settings used:
        selected layers only:  true
        flat shading entire scene:  false
        inline textures:  false
        texture directory:  E:\3DModels\RE2\babylon\
    Python World class constructor completed
    processing begun of skeleton:  Armature, id:  0
        processing begun of bone:  lower_body, index:  0
        processing begun of bone:  upper_body, index:  1
        processing begun of bone:  head, index:  2
        processing begun of bone:  shoulder_L, index:  3
        processing begun of bone:  upper_arm_L, index:  4
        processing begun of bone:  lower_arm_L, index:  5
        processing begun of bone:  fist_L, index:  6
        processing begun of bone:  shoulder_R, index:  7
        processing begun of bone:  upper_arm_R, index:  8
        processing begun of bone:  lower_arm_R, index:  9
        processing begun of bone:  fist_R, index:  10
        processing begun of bone:  hit_L, index:  11
        processing begun of bone:  upper_leg_L, index:  12
        processing begun of bone:  lower_leg_L, index:  13
        processing begun of bone:  foot_L, index:  14
        processing begun of bone:  hit_R, index:  15
        processing begun of bone:  upper_leg_R, index:  16
        processing begun of bone:  lower_leg_R, index:  17
        processing begun of bone:  foot_R, index:  18
        processing action ArmatureAction:  in[1 - 120], out[0 - 120]
    processing begun of mesh:  Object_0
        processing begun of Standard material:  Material
        num positions      :  1064
        num normals        :  1064
        num uvs            :  2128
        num uvs2           :  0
        num colors         :  0
        num indices        :  2127
        Skeleton stats:  
            Total Influencers:  1360
            Avg # of influencers per vertex:  1.2782
            Highest # of influencers observed:  2, num vertices with this:  325
            exported as 2 influencers
            num skeletonWeights and skeletonIndices:  4256
    Mesh: Object_0 has unapplied transformations.  This will never work for a mesh with an armature.  Export cancelled
========= end of processing =========
elapsed time:  0 min, 0.5086 secs
 

 

RE2.blend

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This is a check on meshes with an armature.  When you have rotation and /or scaling on such meshes, nothing works right.  Tired of solving the problem of people saying "my animation does not work", so blowing up intentionally with this message.

  • select Object_0.
  • Toggle Properties area, with T key.  See Transforms section.  Rotation should be 0's & scales should be1's.

  • Run Menu Object -> Apply -> Rotation & Scale

 

 

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@8Observer8 : Hi again. What @JCPalmer says is correct - except Toggle Properties with the N key for the Transforms section.

You will see that the the X rotation for the rig is 90. So apply the rotation as Jeff says.

45 minutes ago, JCPalmer said:

Tired of solving the problem of people saying "my animation does not work", so blowing up intentionally with this message.

Jeff and I have been through this many times when people created "spaghetti monsters" due to unapplied rotations and scale.

As an addition, after applying rotation and scale and then exporting I get an issue when viewing you character in the Sandbox - see image 1 below

You have issues with weight painting as well - image 2 below

The vertices around the upper leg bones and around the neck area are not attached to bones.

cheers,gryff :)

 

vertex1.png

vertex2.png

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28 minutes ago, gryff said:

The mesh has a Y rotation of "-0" not "0". Apply the rotation.

Wow. Yes, it works! thanks

39 minutes ago, gryff said:

You have issues with weight painting as well - image 2 below

The vertices around the upper leg bones and around the neck area are not attached to bones.

Why I get another result?

Leon.png

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No idea why we get the difference. Your image still shows the blank area around the neck and upper legs - just no triangles due to unweighted vertices. But they are missing.

I am using Blender 2.76, with the exporter ver 5.0.5.

And as you did not pack the texture into the .blend file I had to delete the texture from the material.

Try fixing your weighting then let us see what happens.

cheers, gryff :)

 

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I did a quick reweighting of your mesh and rig by:

1. Selecting the mesh ->Clear Parent (Alt + P but keep Transformations) then:

2. With the mesh still selected, Shift + RightClick (to Select the armature) and then CTRL + P (Set Parent) and chose the "Automatic Weights" option.

Then exported the rig/mesh - see image below. All faces are now showing up properly.

cheers, gryff :)

vertex3.png

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On 2016-09-25 at 6:26 AM, 8Observer8 said:

I think maybe this lessons will be usefull for start:  Blender Tutorial: Robot Dog Animation

Well if you search YouTube you will find lots of videos on "Blender and IK rigging". People end up with all kinds of IK Rigs so rather than follow a tutorial that rigs a four legged creature, I would find one that does a biped. And your rig does not have a high bone count - and should work well with BJS - but try to avoid more complex IK rigs that may add additional deform bones.

IK bones do NOT deform the mesh, but rather move bones that DO deform the mesh. So there is no need to export them. So check the box (Ignore IK Bones) in the BJS export options in the "Type of Active Data to Display : Scene".

Now this requires that all bones that have to be ignored have "IK" in the name . See an example here :

Note the two "Knee" bones (brown colour) have IK in the name though they are just applying a constraint/acting as a pole target to a leg bone. So on export, both the Foot IK bones (genuine IK bones) and the two Knee constraints are ignored.

cheers, gryff :)

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