Open tdw46 opened 3 months ago
Thanks for reporting!
This is a bug and will be fixed in a future version.
Thanks for reporting!
This is a bug and will be fixed in a future version.
May be related to the work you'll need to do on this. It looks like all actions in my blender file are exporting on my VRM:
Would be really nice if we can just expose the gltf settings under the advanced section of the exporter so power users can turn on/off standard gltf features (that aren't part of VRM Extension).
That is a same bug that I've occured I guess, I was using VRM4U in unreal and I realise the bone works in a very strange way, normaly it starts with a root but instead for this one it starts with the hips Animationtest.zip if you want to check, here's the file. the vrma and fbx export are all here It is exported from blender 4.2.1 LTS OS: Windows 11 Addon Version: [2.20.87]
Describe the bug
With the attached VRM file, and VRMA made using the same rig in VRM Posing Desktop, import of VRMA does not produce correct bone transforms. VRM Files BONES ONLY.zip
Also, with the below VRMA made using blender. Playback is not right on the same rig inside unity/VRM Posing Desktop. But is correct when re-importing VRMA to blender on the same rig: ANIMATION FILES BONES ONLY.zip
To Reproduce
Expected behavior
Animation transforms should work the same in any app that is using the VRMA standard correctly. It seems there is something not working for this particular rig that might indicate a larger problem with the blender exporter/importer.
Desktop