When I import the rigs into Maya this is what my hierarchy looks like:
But when importing it in an renaming it to “__Rig2” this ends up happening:
I tried renaming “RigArm.001” back to “RigArm” but it just flip flops the names.
When I import the rigs into Maya this is what my hierarchy looks like:
But when importing it in an renaming it to “__Rig2” this ends up happening:
The naming you’ve currently done + the hierarchy seems correct. The important thing is that the armature object is named __Rig
and __Rig2
. Those are the ones with the orange icon. Inside such an armature object there’s also the armature data, which is the one you now try to rename. That name doesn’t matter as the data is not referenced by name.
The children of the data object should match names though (but that’s already the case). The extra _end
bones shouldn’t matter either.
Also make sure to set the keying set to LocRot, forgot to demo that in that video.
I can’t get this working D:
After importing a Mixamo rig, renaming it to __Rig2 and setting the keying set to LocRot on both rigs, running the code just selects Rig2 and does nothing else even when all bones are selected in __Rig.
I saved the rig to fbx and uploaded it to Mixamo, got some animations, downloaded and imported.
WHat about LocRot? I have no idea how to use blender lol
Any error in Window → Toggle system console? Sounds like the rig hierarchy doesn’t match.
That value at the bottom in the timeline (no need to insert keyframes, the script does that automatically, only need to set a proper keying set such as LocRot):
https://devforum.roblox.com/uploads/default/original/3X/7/4/74d43ead230339ac1413199aea027e1e529cfb85.png
I have updated both the Roblox plugin and the Blender addon;
Importing animation data from keyframes stored in a FBX file to Roblox is now much simpler, see the video below:
Animation length is also automatically derived from the imported animation data. Just remember to set a suitable keying set before importing anything (once), choose LocRot if unsure.
(edit: updated again to fix an issue)
For anyone who would like to use (somewhat accurate) motion capture on a budget, I suggest you check out this video which explains how a Kinect (Kinect 2.0 suggested, which you can buy on ebay for like $50 USD) can be used as a motion capture device using a certain adapter for PC (which is like $35 but also makes it work with the Xbox One S). This is a much more affordable mocap setup and can work directly with blender. The guys in this video don’t go through the setup or use blender, but they show that it is something that can be quite useful and accurate.
There actually is a Blender add-on that lets you mocap directly in the program using a Kinect. Though it’s a bit outdated, so i don’t know if the 2.0 works with it.
The videos not working. No video with supported and MIME type found.
Well, no clue why that happens (works fine for me). I guess you can just try updating the Blender addon, then simply setting the keying set and using the new button. Should work instantly.
Might wanna try uploading to Youtube. It works when I import it now! Althought when I paste the code in Studio it doesnt work
Are you using the “big animation” button? Otherwise, it may help me to get the files you’re trying it out with.
(Also, is the other video I’ve put here also broken?)
Oops, I just pasted the code in without the big animation button- should I just use that from now on? And no, only the last video is borked.
Well, if the “big animation” one works, then yes .
Weird that one of the two videos work, though.
Can you make it so that it doesn’t have to publish the animation? or did I miss one of the features?
It should autoplay the animation when you load the animation on the rig you’ve exported. The game simulation should run though, otherwise it can’t actually run it (but the plugin auto-enables the simulation when you start it).
I meant like have it generate an Animation object with all the data, so i can like local test it with a tool or something without having to upload it- or share the animation with other people.
Ah, in that case a “trick” you can do it simply press Upload animation and then don’t actually upload it, The KeyframeSequence data is then put in the Workspace, which you can copy. You can use the KeyframeSequenceProvider service to convert that generated structure to an animation asset id (through a script).
Mixamo is adding a 1 to the end of every bone name except for the bones ending in _end. I can’t use Import FBX because of this.
Do you get those 1’s when exporting the FBX from Blender, then importing it in an empty file?
Not sure what happens there though, never had problems with that.