You know how when you enable IK in the feet and move the feet slightly in front, once you move the torso forward, the IK makes the feet bend inwards instead of outwards, it prefers that because it’s the closest bend. So if there was a way to prevent IK from bending in that direction it would solve the problem, a knee cannot bend backwards unless broken.
How can I export an animation via a custom rig? I tried but it does not seem to work
Ahhhh, okay I should have a ne tutorial soon I’ll post it here in a reply once it is done
Are you sure u have the right plugin installed
Yeah I’m 100% sure cause how else would I get it? The only place I got the plugin was here.
How do I export an animation with a part that doesn’t have any keyframes to not have any keyframes when the animation is exported? Actually nevermind.
Just clear the keyframes of the certain part
Could anyone help with this problem? Cant seem to figure it out
https://i.gyazo.com/94897100a7bebf026802219e2a21d59e.mp4
it does this to any animation I try to import
It looks like the rig your importing the animation from doesn’t have r15 bones, I hope that helps a little at least
No, not really. The rig I am importing is an R15 rig. I tried re-importing with an R15 rig and it wont work.
Is it a mixamo animation or smth? cuz it looks like it is
It is indeed a mixamo animation
Yeah mixamo animations are derp all the time its better to just make the animation yourself. Its a huge hassle to avoid the import issue
Hi, I have a pretty weird issue going on.
I’ve imported this rig into blender, and I made sure all the bones are parented correctly (lower arm is parented to upper arm, etc) and for some reason, different bones move entirely different joints???
I made sure EVERYTHING was parented correctly, I even re-constructed the rig from scratch and I am 100% sure it’s all done correctly.
Demonstration video:
https://streamable.com/ppt9ol
The names are mostly the issue you shouldnt have the same name or have special char like _-.; etc
avoid them as much as possible
other issue is the rigs name contains special characters
Something that would be cool to have would be a way to speed up / down the animation so you can export a physically faster or slower animation
Is there any method to use this on R6 rigs? By this I mean use R6 Rigs in Mixamo.
This is broken and can not be used anymore.
All I get when selecting a model R15 model is:
03:13:39.972 Usage error: RegisterActiveKeyframeSequence can only be used in Solo mode. - Edit
03:13:39.972 Stack Begin - Studio
03:13:39.972 Script 'cloud_716953901.RbxAnimations.RbxAnimations', Line 109 - function loadRig - Studio
03:13:39.973 Script 'cloud_716953901.RbxAnimations.RbxAnimations', Line 251 - function recollectKeyframeNames - Studio
03:13:39.973 Script 'cloud_716953901.RbxAnimations.RbxAnimations', Line 260 - function clearKeyframeNames - Studio
03:13:39.973 Script 'cloud_716953901.RbxAnimations.RbxAnimations', Line 664 - Studio
Solution:
The plugin doesn’t work in team-create. Move your model to a non-published studio version and download from there.
This is just wrong. I tested it right now and exported an r15 model, and it worked just fine. I get wanting to tell the creator about a bug, but please do not make assertions like that.