Or maybe increase distance of the poletarget bone. This modifier lets you use virtually any procedural object or processing created in Houdini as a Blender modifier, enabling truly fluent Blender-Houdini workflows. Enabling all checkmarks will ensure animation will play and get exported correctly. This is an edited version of Blender 2.80 beta including a Houdini Engine based modifier. Framestep should be between 5-10( otherwise way to many keyframes). Kneejoint rotation: I experienced something similiar with one of my models, and I’m not sure why, but perhaps there are issues with how sketchfab handles bone-constraints? I got that fixed by simply baking the animation.Perhaps sketchfab got confused with this many many vertex groups or something? don’t know… However they do need a little manual fixing, so you should check on that part(jawline for instance). I deleted every vertex group except for the “DEF- groups/ Bone.001…005” and it worked fine. Old Blender versions download v2.79b Blender 64-bit Windows Portable. After a look on your model you also seem to have too many vertex groups affecting the model. A similiar issue was mentioned in this thread once: Sketchfab is separating the edges of animated models?Įxporting to fbx gives usually better results with that. Weightpaint issues: From my experience, sketchfab seems to calculate weightpaint a little different than blender.Issues that i could spot and how to solve:
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