cgtinker / BlendArMocap

realtime motion tracking in blender using mediapipe and rigify
GNU General Public License v3.0
930 stars 112 forks source link

Able to export fbx #136

Closed Arex360 closed 1 year ago

Arex360 commented 1 year ago

It would be better, if we able to export animation as well, or is there any way? I can bake the animation?

KaijuKoder commented 1 year ago

Suggested workflow: You can bake the animation in Blender using Pose -> Animation -> Bake (Visual Keying = Yes), either for the whole sequence, or single frames of your major keyframes. To see what the baked animation looks like you need to disable or remove the constraints. Once you're happy, you can delete the constraints or if you just want an FBX export that (I think).

cgtinker commented 1 year ago

Did KaijuKoders comment fix your issue?

If you plan to export to game engines you may want to try my add-on rigify gamerig extension.

cgtinker commented 1 year ago

It would be better, if we able to export animation as well, or is there any way? I can bake the animation?

did everything workout?

Arex360 commented 1 year ago

The extension didn't work ( was not able to install in blender 3.4)

KaijuKoder commented 1 year ago

@Arex360, you are probably trying to install the old version in https://github.com/cgtinker/rigify_gamerig_extension/releases. Try downloading the latest version: https://github.com/cgtinker/rigify_gamerig_extension -> [Code] -> Download ZIP. Just checked and it works for me under Blender 3.4.

Arex360 commented 1 year ago

After cloning rigify_gamerig_extension, I am able to bake but it only bake 1 pose (frame)only, I want to bake all poses(frame) and export the animation

cgtinker commented 1 year ago

After cloning rigify_gamerig_extension, I am able to bake but it only bake 1 pose (frame)only, I want to bake all poses(frame) and export the animation.

Where do you plan to import the data? When exporting a fbx, make sure to select Bake Animation and choose Key All Bones, NLA Strips. Ensure to deselect All Actions. The add-on shouldn't star anything in the nla editor, if you do so manually, make sure to unstar otherwise blenders fbx exporter will overwrite. You may need to check some fbx export tutorials, blenders exporter it's not super straight forward.

If you reimport to blender, I think blender doesn't split up it's nla tracks? So maybe that created confusion?

cgtinker commented 1 year ago

closing this as it is not a blendarmocap issue, everything can be done within blender therefore it's a issue facing blender