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In 4.0 I enabled an experimental feature, for automatically creating armature that can be used to animate the underlying atomic mesh, upon which MN creates the style.
I am not super familiar with …
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Python: Traceback (most recent call last):
File "C:\Users\TheNightHairen\AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons\XNALaraMesh\xps_tools.py", line 164, in execute
status = …
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The track export script and/or the B3D exporter has trouble with rotated armature objects :
http://forum.freegamedev.net/viewtopic.php?p=12711#p12711
Migrated-From: https://sourceforge.net/apps/trac…
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In a scene where armature has a parent of another armature creates a Unknown Location error.
like this:
|-armature_face
|-----face
|-----armature eye ( parent: armature_face )
|--------eye
…
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Need to allow the user to prune the duplicated mocap armature of unnecessary bones, so that the automated rigging can be more effective.
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Migrated from sf.net
Reminder for myself to implement this for the new blender 2.5x scripts.
Details: blender does not store bone scale in edit mode, but only in pose mode. Need to get the scale fro…
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**Describe the bug**
Followed the tutorial and use a movie as input. Everything seems to be transfer, but the armature seem to flicker a log.
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So this one is weird... used to work "as expected" in dragonbones v2.4.
I attach this simple animation [arrow_nested.zip](https://github.com/DragonBones/DragonBonesJS/files/780773/arrow_nested.zip)
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### Tested versions
- Reproducible in all 4.x versions.
### System information
Godot v4.3.rc3.mono - Linux Mint 22 (Wilma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 Ti (nv…
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### Current Behavior
If you have vertices with a armature weighting of zero in vertex groups for armature animations. Blender/Khronos will add a neutral bone to your glTF on export - this will cau…