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  1. I'm having a problem when exporting an animation from blender and import it to Unigine. The animation by itself works fine, but if i import it to blender (to make my changes to it) and then export it to fbx again, the mesh gets messed up, even when i don't change anything in the animation, and just import the fbx to blender and export it again, the same thing happens, like this: The mesh is moving, but it's completely broken. Just to show that the animation works, here it its when i import the FBX file without going throught blender: The animation also works fine inside blender when i import it: The export settings i'm using in blender (following the instructions from the official youtube channel for blender exports): Things i tried in the settings from blender: Uncheck "Add leaf bones" Set "Simplify" to 0 Aplying Location and Rotation Rename "Armature" to "Root" When impoting to blender, checking "Ignore leaf bones" and "Automatic bone orientation" What am i doing wrong during this process of importing and exporting from blender? Blender 2.80.75 Unigine 2.11.0.1 Attachments: ybot.fbx (the mesh) Start Walking.fbx (the animation i'm having the problem when importing it to blender) Start Walking.fbx ybot.fbx
  2. To solve a need we had, the below code will copy Blender keyframe animation to a CSV file. It writes out location and rotation only. Data is stored as XYZ position, Quaternion rotation. Axis conversion is done in the script so the values from the CSV file can be used directly. import bpy import os from math import degrees from bpy_extras.io_utils import axis_conversion def loc_rot_to_file(context, filepath): blender_to_unigine = axis_conversion(from_forward='-Y', from_up='Z', to_forward='Y', to_up='Z').to_4x4() movement_object = bpy.context.selected_objects[0] mw = movement_object.matrix_world scene = context.scene frame = scene.frame_start f = open(filepath, 'w', encoding='utf-8') while frame <= scene.frame_end: scene.frame_set(frame) mw = movement_object.matrix_world mw = blender_to_unigine @ mw x, y, z = mw.to_translation() rw, rx, ry, rz = mw.to_quaternion() f.write("%d" % frame) f.write(", ") f.write("%0.9f, %0.9f, %0.9f" % (x, y, z)) f.write(", ") f.write("%0.9f, %0.9f, %0.9f, %0.9f" % (rw, rx, ry, rz)) f.write("\n") frame += 1 f.close() loc_rot_to_file(bpy.context, "d:/tmp/blenderdata.csv") To use, copy the code in to the "Scripting" panel in Blender, select the object you wish to save out, edit the destination file name and then "Run Script" in Blender to save it out. Warning: only lightly tested.
  3. Hello, ive been trying to import a test mesh from blender with a simple animation. the model part is no problem, but when it comes to animation i can even get the animation panel to show up using collada, but nothing moves. After reading some posts here it seems its not supported, but those threads are old, so i wanted to verify this.
  4. It's been a while since I inqured about it last time. Has anything changed? Is there a robust way to get animated and static models from Blender to Unigine yet? Thank you.
  5. I am thinking to find a Python coder who can help with creating a robust exporter into Unigine's mesh/animation format from Blender. What would I need to deliver to the coder so he could successfully develop such exporter?
  6. It would be nice if the engine positioned also for indies, had a way to get animated and static models from Blender, which is the most widely used by indies 3D app, to Unginie. Small time indies don't have resources to buy Max / Maya (at least $3,500). That money could be spent on ZBrush and Photoshop.
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