Open maxellabdullah opened 11 months ago
FBX motion file is always tricky because of the difference in bone names. The only thoroughly tested FBX motions are those from Mixamo. Some motions from ActorCore work too. XR Animator uses regular expressions to try to map the bone names but I am not surprised that some FBX motions simply won't work due to bone naming. Yeah if you change the bone names to match the VRM/humanoid format it's likely to work that way.
FBX motion file is always tricky because of the difference in bone names. The only thoroughly tested FBX motions are those from Mixamo. Some motions from ActorCore work too. XR Animator uses regular expressions to try to map the bone names but I am not surprised that some FBX motions simply won't work due to bone naming. Yeah if you change the bone names to match the VRM/humanoid format it's likely to work that way.
However, the FBX animation from Mixamo also doesn't work if the file has been slightly edited in Blender or when trying to export it as a BVH file.
OK, I'll try it, changing the name of the bone according to the bone VRM model. or could it be bone mmd?
I included an animated FBX file that won't work in XR Animator. here is the link https://drive.google.com/drive/folders/1M8yywMLiORC5iGrbLcZSfl-uGucHNYD_5o8XRq098Ear5ZwUnZnznJjzuyveDy-GOCEcwGz-?usp=sharing
Do not include any model/skin data in the FBX file. You just need the motion data.
As for BVH, I think those you provided in the samples have some syntax issues, as the animation frame data should be separated by lines instead of putting everything on a single line.
What about the fbx videobooth that I included in the Google Drive folder? I don't think it includes model/skin Next, can you provide an example of a BVH file for me to imitate and learn it?
Judging from the console log (you can see for yourself at XR Animator tray menu located at the bottom right of Windows taskbar, under DevTools=>Console), those FBX files seem to be fetching some material or mesh data but failed for some reasons.
Here is an example of a valid BVH motion file. https://threejs.org/examples/models/bvh/pirouette.bvh
You can see that frame data at the bottom are separated by line break.
Ah I see, okay. Thank you very much for your help and guidance. 👍👍
and may I ask one more time. How do I ensure that when I export data to VMD it includes IK bone data. Because without it, my model, when using the converted vmd in software other than mmd, the legs are stuck and don't move
Turn "Leg IK" on, under "Mocap options => Body pose options". It will enable output of leg IK data when exported to VMD, as well as changing the way leg animations are calculated (using IK instead of FK, though in most cases the difference is minimal)
Exactly what fbx animations does it support? Or do I have to change the name of the bone first? I tried using fbx from gamerip results but it didn't work. only fbx from mixamo is what i have tried and it works