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Python: Traceback (most recent call last):
File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\brignet-main\brignet.py", line 220, in invoke
from . impor…
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Addon: UE to Rigify
Steps to Reproduce the Problem: import UE5 male mannequin FBX skeletal mesh, select root source from 3D view, use "Male Mannequin Ue5" template, click convert. Try to export…
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It seems that if you use Symmetrize in Edit mode to modify the positions of the 'VRM for Blender' rig, it will break the bone labels for VRM Export when you go out of Edit mode.
**To Reproduce**
S…
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I have an error in RIG's Import Messages in Unity when importing from Blender (CC/iC Importer 3D 1.4.4 and CC/iC Importer 3D 1.4.3)
Avatar Rig Configuration mis-match. Inbetween bone rotation in …
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**OS:**
win10
**Godot version:**
Godot_v3.2.4-rc1_win64
**Blender version:**
Blender 2.93
**Issue description:**
1,export UpperCloth with the 1st rig( have 153 bones) to God…
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My rig doesn't seem to be working very well , i followed the instructions however only one of the arms move i don't know if there's something wrong with my model or the export, any help would be thank…
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I'd love to see this one coming to life, since the other paid plugin for shapekey is abandoned :cry:
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Is it possible to impliment makehuman rig (mhx)-the one which is created when importing from makehuman to blender in mpfb?. I ask the same question in make human community.
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I noticed that exporting the mocap data to blender from the freemocap GUI does show some activity in the terminal ending with "Blender quit" after several seconds, but no .blend file is created and bl…
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My current workflow is to use plugins to import into KKBP bones, simplify armature preparation for Unity, bake light color textures, and export FBX file. Next, I need to open Unity,import FBX , fix th…