Maybe it's my whole mental picture of how this should work that is wrong. I've messed around with various scripts and tools that all purport to handle this process automatically (i.e Mixamo -> Blender -> Godot) and they all have the same problem (in addition to many other problems) where they work with the XBot and YBot charachters, but none of the others. Repeat the same steps for pretty much any other character (for example Dreyar) and you end up with a mangled animation. Rename the action to Walking and stash itīack in the original XBot armature I open the NLA editor and select the stashed Walking action Import Walking.fbx (I choose Automatic bone orientation and Ignore leaf bones) In Graph Editor select the Location keyframes -> Scale, Z. Import XBot.fbx (I choose Automatic bone orientation and Ignore leaf bones) Great success!Įxcept it only works with the XBot or YBot characters, all other characters I've tried this with results in a weirdly mangled character and I cannot figure out why. Now I can basically run this script and have it combine 150 different animations without skins and a single character with skin in a minute or two. ĭoing this manually in Blender sort of works, but is error prone and time consuming, so I found this script which I further modified and adapted to my needs. I've been following the process described in this YouTube video for "fixing" the Mixamo files and combining multiple animations into one. Since I am no 3D artist, nor animator, some googling led me to Mixamo where I got some characters and some animations to work with. I'm playing around with Godot and I want to have a 3D character with multiple animations so I can learn how the whole playing and blending of animations work.
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