MackeyK24 Posted February 11, 2017 Share Posted February 11, 2017 Mixamo Auto-Rigged Characters ALWAYS deform when animating. This does NOT MATTER if it is a Mixamo generated animation or key-framed from modeling software like Maya... But BabylonJS DOES NOT like the mixamo Auto-Rigged characters ... If i Re-Rig the character manually it works fine. Can anybody tell the Rhyme or Reason as to why mixamo auto-rigged characters deform funny like spaghetti when animated... My only guess is Babylon Js DOES not like the Skin Job mixamo does during the auto-rig process... We really should get that fixed/working since mixamo is the DEFACTO online-auto rigger out there @Deltakosh of @Sebavan ... Care to give you two cents here Quote Link to comment Share on other sites More sharing options...
gryff Posted February 11, 2017 Share Posted February 11, 2017 Hi @MackeyK24 The "spaghetti monster" occurs when the transforms of the mesh and rig are different. The image below is a free rigged model from Mixamo. The character is called "Zed" I believe. I exported it from Mixamo in a .dae format and then imported that .dae into Blender. Note the transform values. The Blender exporter will automatically detect this and abort the save to a .babylon file. I have 4 or 5 character models that I rigged in Mixamo - all have this issue. But it can be easily fixed in Blender. cheers, gryff GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted February 11, 2017 Author Share Posted February 11, 2017 Found the problem... Mixamo Auto-Rigger use 5 Max Bone Influences. You have to Re-Bind the Skin Using Only 4 Max Bones Influences..Works Great Then Sebavan 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 13, 2017 Share Posted February 13, 2017 You can also export with 5 influences (we support up to 8) Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted February 13, 2017 Author Share Posted February 13, 2017 27 minutes ago, Deltakosh said: You can also export with 5 influences (we support up to 8) @Deltakosh What is the BEST number to use ... 4 or 5 or 8 ??? My new Maya Art Tools (Which i just made the PR.. Gonna make video for that tool shortly ) I can resin to anything (1 thru 30 really) Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted February 13, 2017 Author Share Posted February 13, 2017 4 minutes ago, MackeyK24 said: @Deltakosh What is the BEST number to use ... 4 or 5 or 8 ??? My new Maya Art Tools (Which i just made the PR.. Gonna make video for that tool shortly ) I can resin to anything (1 thru 30 really) @Deltakosh I need to know what is the best default value i should use for the Maya Art Tools (so more convenient when reskin tool) Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted February 14, 2017 Author Share Posted February 14, 2017 Fixed via my new BabylonJS: Maya Art Tools avail in the BabylonJS Exporters Section Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 14, 2017 Share Posted February 14, 2017 4 is a good compromise Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.