Sophie C Posted August 9, 2017 Share Posted August 9, 2017 I've been playing around with animation, but Blender's methods are a bit unreliable on the usual export/import, let alone Babylon.js's plugin. Importing Collada files and turning them into Babylon's files has resulted in a mixed bag of bugs. Mostly, the meshes don't fit the skeleton and are shifted very far off. However, the resting posiion of my armature and the way I've skinned the meshes (Mixamo mostly) don't reflect the bugs I get. In addition, the animations are distributed between the bones, and are not stored in the main skeleton, though I feel like that's not a problem- just kind of inconvenient. I worry now that perhaps I've been going about it the wrong way, so is there anything I'm doing wrong? I'd really appreciate tips on what I'm doing. Example included of a distortion of a woman fist-pumping. The skeleton is so small, you can't see it if you want to also include the full mesh. In blender, it imports fine (when it successfully imports) but upon exporting the file kind of changes. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 9, 2017 Share Posted August 9, 2017 Was it exported from Blender? Ping @V!nc3r or @gryff Quote Link to comment Share on other sites More sharing options...
gryff Posted August 9, 2017 Share Posted August 9, 2017 @Sophie C : Ahh the "Spaghetti Monster". First saw this over three years ago The image below is of a free Mixamo mesh(Zed) and rig imported into Blender. Upper part of the image highlights the Armature(Rig), the lower part the mesh. Three things to point out: A. the origins of the mesh and rig are different B. the rotations of mesh and rig are different C. the scales of mesh and rig are different. This needs to be fixed otherwise you will get the kind of result you are getting. Zed is one of the worst examples I have seen. Rather than try to give general instructions, could you post your blend file so that I can suggest fixes for your particular case. cheers, gryff Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 9, 2017 Share Posted August 9, 2017 I think we definitely should dump these precious information to http://doc.babylonjs.com/exporters/blender_tips Quote Link to comment Share on other sites More sharing options...
Sophie C Posted August 9, 2017 Author Share Posted August 9, 2017 Thank you so much, the advice fixed it! (The body was scaled 0.10x.) I guess I fell into a bit of a common newbie problem, especially since I'm both new to Babylon and Blender, but it's definitely good to know about and fun to laugh at! I guess that was a quick solve! For future reference, what shall i do if I want to scale everything down? (This model is a bit large... I'm worried scaling everything will still cause spaghetti.) Quote Link to comment Share on other sites More sharing options...
gryff Posted August 10, 2017 Share Posted August 10, 2017 3 hours ago, Sophie C said: For future reference, what shall i do if I want to scale everything down? (This model is a bit large... I'm worried scaling everything will still cause spaghetti.) @Sophie C : that is why I wanted to look at your .blend file. There can be other issues and further scale reduction is one of them. It won't cause "spaghetti" but you can see weirdness in the animation where there are translations involved (walk animations for example). They won't get scaled with the rig and the mesh. If you could post your .blend file (fixed) here ... or if you want through a private message ... so much easier to have an actual case to work with. cheers, gryff Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted August 11, 2017 Share Posted August 11, 2017 @gryff as Deltakosh said, this should be on blender exporter doc. I was in vacation these last weeks but now I will continue updating this doc, but animation is not my speciality, so : do you want directly contrib to the doc about animation part ? or is it possible that you make kind of things to do when playing with skeleton and send me this explanations so I can include these in doc ? with a simple .blend example this can be a great thing GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Sophie C Posted August 11, 2017 Author Share Posted August 11, 2017 Oh, sorry for the late reply! Unfortunately I didn't work with blend files for that, but I have a very similar case here: https://www.dropbox.com/s/9rcjlnqbxcznan9/weightShift.blend?dl=0 (It's in Dropbox because it's too large to upload here.) Same deal: mixamo character with mixamo animation. Quote Link to comment Share on other sites More sharing options...
gryff Posted August 11, 2017 Share Posted August 11, 2017 @Sophie C Thanks for the file She is a big lady!! I will take a look at a couple of possibilities to see how we might fix her. As I said before, the issue is going to be with the translation of the hip bone in the animation. I have a couple of ideas - but no guarantees. cheers, gryff Quote Link to comment Share on other sites More sharing options...
Sophie C Posted August 14, 2017 Author Share Posted August 14, 2017 Thank you for taking the time to look at my newbie problem, actually! Quote Link to comment Share on other sites More sharing options...
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