This isn’t currently supported by this plugin/addon.
How do you fix “imported file contains 0 armatures, expected 1.”?
I’m using openVR recorder to record my movements in vr to a .fbx and the objects are Controller_1, Controller_2, and HMD_0
Here is the FBX file if you want to take a look:
Brekel01_11_2019_11_22_13.fbx (1.2 MB)
The built-in importer is only a tool to quickly import an exactly mapping armature, your FBX only contains 3 objects and their transform animation. You can use regular Blender tools to let the imported armature follow these objects (such as IK to make the arms point to the controllers and the head to the HMD). I can’t say what technique is the best way to make the rig follow your movements nicely, but there are probably many resources about this on the internet (as it’s all just regular Blender workflow, unrelated to the importer/exporter plugin).
How would you suggest I could do that? I am extremely new to blender, only got it yesterday.
Would strongly recommend to look up resources about this elsewhere on the internet, what you’re trying to do (converting controller handle animations to armature animation) is unrelated to the functionality this plugin provides. I’m not personally experienced with doing this in Blender either.
I’m able to upload r15 rigs to mixamo perfectly fine, but with r6 rigs it tells me that I’m unable to map with my existing skeleton, I’m not sure if im doing something wrong or if it’s just not supported in the plugin
If you get this error on the Mixamo site, then that’s probably related to Mixamo. The addon/plugin support any rig.
i have an issue here
i modified the bone’s parent to none for special animating purpose
is there a way where i can export this without having to parent necessary parts to parent unnessecary bones?
the reason why i unparented some bones is b/c i dont want parts of the rig follow other bones i dont want to animate
sorry if this does not make sense i just woke up from a boring nap
What’s happening? I can’t see anything from just that image.
If you modify the imported armature’s structure (aside from new different bones), the exporter generally won’t work properly.
You probably want to use other techniques to modify the bones automatically as you’d like (such as a dummy bone without parent describing where you want the bone to be + a copy transform bone constraint on the original bone to align it to your dummy bone).
It’ll automatically compute the correct local transformation that way.
Alternatively, you can modify your original rig, of course.
the cursor target thing is where the character should be. it is not there, it is miles off
The importer imports it wherever the rig was in Studio — move it in Studio if you want it to be in another position.
it is at 0, 0, 0. maybe on another update you can make the rig automatically go to 0, 0, 0
edit: nvm, it was the humanoid root part that was at 0, 0, 0 and not the model, that was at 33, 4, 24. i am now getting this message:
what should i do? (everything is selected, it just isnt showing in the screenshot)
Any idea why this is happening?
I am moving the bones yet it doesn’t seem to be reflected?
Also, my studio crashes whenever I close the plugin.
Choose (or try out) a rigging type and press OK.
Make sure no warnings show after selecting the rig in Studio.
This is a Studio bug since a few months.
i have tried all of the rigging types, no difference. i am in team create but idk if that would make a difference
I just scrapped the rig and re-imported it and it moves fine.
However, I’m still getting this error on export:
https://gyazo.com/eb24712474eb5befdc13606401f5ea53
NoneType object has no attribute bone?
Edit: You know what I think it is… I disconnected the handle bone for a child of bone constraint, and I think that is what screwed it up.
How would we use a child of constraint without disconnecting the bone? (E.g. I’m having him pull the gun off of his back, and I need to be able to move the right arm without moving the gun) — Also I’m now using Blender 2.8
I can’t really tell anything from that picture again in that case.
I don’t know all blender tools (you could ask for better advice elsewhere, probably), but you may be able to use a (new) dummy bone + a copy transform bone constraint on the gun bone. This doesn’t break the bone chains, but you can then still set the position of bones independently.