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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
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.
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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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.
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