pKrime / Expy-Kit

Blending different Character Rigs together
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Issues With FBX Export from Blender 3.0 #12

Closed eArticleSolutions closed 2 years ago

eArticleSolutions commented 2 years ago

Funny thing, and I just want to confirm.

Today, Mixamo is rejecting all FBX files, which is odd since a few weeks ago, they were working.

It is accepting OBJ, without armature data, which takes me to their auto-rigger. The OBJ file is imported to mixamo, and when I get the new mocap (FBX), and import to Blender, the result is a very, very, very tiny little model.

Older FBX files that I created with Blender 2.9 work very well.

Here is a screenshot attached.

Kindly help.

Thanks

fbx_not_working

eArticleSolutions commented 2 years ago

here is the rig. I have deleted everything else and cleared all orphan data. I have made the rig game friendly and converted the bone names. Kindly let me know what step to take next

please_check.zip .

pKrime commented 2 years ago

Hi, I have just exported the armature from your .blend without doing anything, and I can see the nicely animated skeleton in mixamo. Perhaps there is something in the mesh that mixamo doesn't like, it can be the materials or even something in the polygon/object count. If you confirm that exporting the armature in please_check.blend works, I would try to export a simpler mesh with no materials.

regards, p.

eArticleSolutions commented 2 years ago

I will try to remove all materials and see if it works.

On Sat, Feb 5, 2022, 10:20 pKrime @.***> wrote:

Hi, I have just exported the armature from your .blend without doing anything, and I can see the nicely animated skeleton in mixamo. Perhaps there is something in the mesh that mixamo doesn't like, it can be the materials or even something in the polygon/object count. If you confirm that exporting the armature in please_check.blend works, I would try to export a simpler mesh with no materials.

regards, p.

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eArticleSolutions commented 2 years ago

I used the armature alone as you did, and downloaded it as an fbx with skin, and it worked when I imported it back in blender. Since all I need is the mocap data, I think I will work with it this way. I think the issue is my mesh, which generated a very high poly count when the subdivisions were applied during fbx export.

Thanks for your help. You have really saved my skin.

Keep up the wonderful work.