pKrime / Expy-Kit

Blending different Character Rigs together
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Weird right arm bone when exported to mixamo & binding to active armature not working (Blender 3.2.1) #23

Closed prast77 closed 2 years ago

prast77 commented 2 years ago

Hello,

I have weird right arm top bone when exported to mixamo & binding to active armature not working in Blender 3.2.1 Try to use both ExpyKit_v05.zip & Expy-Kit-main_2.zip but still have some problem Please Check attached file

Thank You

edit: binding seems to work, have to set the constrain setting to FK before set binding to active armature

File.zip

pKrime commented 2 years ago

Hi,

thank you very much for sending your files, apologies for the delay but I couldn't look at this until today. Looking at the Armature in blender rig.blend it would seem that the Rigify rig has Mixamo names

immagine

this is confirmed if you select, say the control for the shoulder, and it is LeftShoulder instead of shoulder.L

On the other hand, the skeleton contained in Export from blender.fbx kept the Rigify names (e.g. DEF-shoulder.L).

I think this is what happened:

you have followed all the steps correctly, but when it was time to convert the bone names to Mixamo, Source Preset was set to Rigify Controls rather then Rigify Deform. The character uploaded to Mixamo had Rigify names.

Surprisingly, that almost worked: Mixamo kind of grasped the Rigify character. Looking closer, you can see how Mixamo mistook the arm mid bone for the elbow

immagine

Here's what I did to bring everything back to work:

I have attached a .zip containing the "fixed" files: now that the rigs are back to known presets I can also bind to T-Pose , Without Skin, animations, and use IK controls with Chain Look At.

Please let me know if you need more help, and thanks again for the files: helped a lot with addressing the issue

Cheers p.

Report.zip

prast77 commented 2 years ago

Hi,

Thank you so much, this helps a lot, now everything is working very well, thank you very much

Pada tanggal Sen, 15 Agu 2022 pukul 21.58 pKrime @.***> menulis:

Hi,

thank you very much for sending your files, apologies for the delay but I couldn't look at this until today. Looking at the Armature in blender rig.blend it would seem that the Rigify rig has Mixamo names

[image: immagine] https://user-images.githubusercontent.com/5176115/184655983-dfd969b8-6653-43ea-9db9-24a2fbde9bc5.png

this is confirmed if you select, say the control for the shoulder, and it is LeftShoulder instead of shoulder.L

On the other hand, the skeleton contained in Export from blender.fbx kept the Rigify names (e.g. DEF-shoulder.L).

I think this is what happened:

you have followed all the steps correctly, but when it was time to convert the bone names to Mixamo, Source Preset was set to Rigify Controls rather then Rigify Deform. The character uploaded to Mixamo had Rigify names.

Surprisingly, that almost worked: Mixamo kind of grasped the Rigify character. Looking closer, you can see how Mixamo mistook the arm mid bone for the elbow

[image: immagine] https://user-images.githubusercontent.com/5176115/184657022-042847f0-e1d4-4b7f-a416-f7ce4619eef5.png

Here's what I did to bring everything back to work:

  • First: Renamed the character controls so that they follow Rigify again. Right Click in pose mode, Conversion->Convert Bone Names. Source Preset = Mixamo, Target Preset = Rigify Controls. Saved the file as blender rig.fix
  • Time to export our .fbx: Conversion->Rigify Game Friendly to fix the hierarchy, then Conversion->Convert Bone Names, Source Preset = Rigify Deform, Target Preset = Mixamo.
  • Select Armature and Mesh, export .fbx, enable Selected Only in the general options, enable Deform Bones Only and disable Add Leaf Bones in the Armature options
  • Upload to Mixamo, get animations
  • Import .fbx in blender, and bind: select Control Armature, select animated skeleton, Binding->Bind to Active Armature, Bind Target = Mixamo.

I have attached a .zip containing the "fixed" files: now that the rigs are back to known presets I can also bind to T-Pose , Without Skin, animations, and use IK controls with Chain Look At.

Please let me know if you need more help, and thanks again for the files: helped a lot with addressing the issue

Cheers p.

Report.zip https://github.com/pKrime/Expy-Kit/files/9337823/Report.zip

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