-
Animation copying from armature a to armature b for temporary usage.
In short armature a can play an animation from armature b if they have the same skeleton data.
This can be used to split animatio…
-
I am using Blender 4.2.1.0, and I want to import a glTF file into Unreal Engine 5.4.3, but I'm encountering errors when combining both armature and shape keys.
Case 1:
Step 1: Select the armature …
-
## Habitat-Lab and Habitat-Sim versions
Habitat-Lab: 0.3.1
Habitat-Sim: 0.3.1
## 🐛 Bug
I tried to run rearrange/rl_hierarchical_oracle_nav_human.yaml. But the script just crashed with file…
-
現状のSetupOutfitでは、(確か、)UpperChestボーンが衣装にあるが素体にない場合に対応しています。
(これはMA Merge Armatureを複数付けて対処するものであり、Merge Armature自体の機能ではありません(改善の余地はあるかも))
逆に、衣装にないが素体にある場合も存在するはずなので、そちらにも対応した方が良さそうだと思いました。
-
In some skeleton like UE5, the root is not defined as a bone this is the armature itself.
The root motion should be transferred it isn ot the case between armature transform.
![image](https://gi…
-
**Describe the bug**
After linking a generated human into a blend file, creating some keyframes for the pose, saving, and then reopening the file, the skeleton is completely corrupted.
**To Repr…
-
### Describe the project you are working on
I work on a project that relies heavily on multiple (!) DragonBones Armatures simultaneously on the screen.
I am evaluating different game engines that I …
-
When renaming a bone (in pose & edit mode alike), the drivers using the bone break:
The bone name is put in the `path` section of the driver (Single Property type)
![Screenshot 2024-08-29 223245](ht…
-
状況(衣装やMissing Scriptの有無?)によって、以下のエラーが表示されて衣装追従モードが追従なしに戻されるケースと、表示されずに変更可能なケースがあり、いまいち法則性が掴めていません…
```
Invalidated job!
UnityEngine.Debug:Log (object)
nadena.dev.modular_avatar.core.armature_lock.…
-
きっかけ: https://misskey.niri.la/notes/9x4qba3biu とそのスレッド
私がこのissueを書いている時点のmainブランチで確認した感じでは、
https://github.com/bdunderscore/modular-avatar/blob/c7df409d7044da538f24a7fb134c9aeb01c518b3/Editor/Easy…