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Basically every export that has both static meshes and skeletal (parented to armature) meshes ends up with different scale for meshes. Skeletal meshes are always 100x smaller. I guess it's somewhere a…
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Whenever I import a model, the mesh is not parented to the armature.
I have to manually add an armature modifier and change the Object Property's relations.
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I can easily reparent meshes to an armature, which is great. Unfortunately, they don't remember their original armature, which kind of sucks for export.
Could you add that information to the mesh's …
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Blender 4.2.
CC4 4.51.3501.1
cc_blender_tools 17f5b4c655d5a2c36bee0ff98f32f3889b790a26
CCiC-Blender-Pipeline-Plugin bceef79b0d595861156a977c4cf738b78bf03ffb
When I send a prop from CC4 into Ble…
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In LXML elements can only have one parent, where in Element Tree they can belong to multiple. The exporter manually deletes elements after moving them to a different parent during skinned mesh export …
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Hi there, I noticed that after 7.1.0 prep for export only works on KKBP armature. Previously this function could be used when importing via the other three armatures. But I noticed that “exportprep.py…
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Hello,
We are currently using the Freemocap Adapter for Blender to retarget animations from the FreeMotion software onto a MetaHuman armature and mesh. However, we’re encountering challenges due to…
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### Tested versions
4.3-stable
### System information
Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 32.0.15.6094) - Intel(R) Core(…
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### Blender 4.3 release is incoming so we need to atleast have something ready for the release, alot of the functions are mostly complete here is a list of things that I think are a must in the first …
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Newest release has an issue where I can't continue making the armature. It's missing a MCH bone.
![image](https://github.com/user-attachments/assets/5ace3e6a-ffcf-453b-bc73-ea8254eba9c5)
There i…