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As we move toward supporting bone and animation exporting, being able to export to FBX is required.
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I am moving a discussion that belongs to here :
Dear ezc3d creators,
I am writing this message because I have trouble making even a single valid C3d file. My project is in C++ and includes only 3…
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build failed at UE 4.19.2-release.
error in MobuLiveLinkDevice.cpp , FFrameRate undeclared identifier
------ Build started: Project: DotNETUtilities, Configuration: Development Any CPU ------
…
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Аnimation is exported with a scale of 1.0 (as opposed to models). Option "-Scale" Ignored.
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a customer reported an issue about MotionBuilder.
auto sync doesn't work with mocap devices. manual sync works correctly. it seems mocap device doesn't trigger events that MeshSync hooks.
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How to work with this for kinect V1?
Will it support for facial motion capture?
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requested by our film team. so this is a high priority task.
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MeshSyncで生成されたanimation clipデータについて質問があります
容量をみますと、生成されたanimation clipの容量はそのままだと随分小さいようで
![image](https://user-images.githubusercontent.com/39584741/51024272-6dbb1680-15cc-11e9-870c-0bf8c77b9df9.p…
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Steps to reproduce at meshanimation demo:
1) Add a parent object A to the scene.
2) Load the model B with animation.
3) Add the loaded model B as child of object A.
4) Set a new position to the p…
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Godot 3.1, Win10
When Importing my animated character in the Open Collada (dae) format into godot the node Bip001 gets a Rotation of 90 degrees even though it has no rotation. This means that when …