Unity doesn't appear to be confused by the extra bones and the animations that I create in Blender work properly in Unity and can be used by other Fuse characters and even MakeHuman characters.Ĭollada or FBX? I'd love to know more about how you worked this out. I did some simple rigging for the hands and added a foot roll mechanism for the feet. I then added bones for IK legs and arms so both can either be controlled IK or FK. I took a fuse character that was auto rigged by Mixamo and imported it into Blender. Автор сообщения: Goes To 11I ended up doing a control rig myself. I am pretty new to all this so I am sorry if I am not explaining myself clearly. The rig that I pieced together makes things simpler to animate and unlike the rigify rig, works seamlessly with Mecanim (although my rig isn't nearly as nice as the rigify rig). The Mixamo rig doesn't come with any of the nice features that make rigs such as the rigify rig easier to animate such as IK constraints fk/ik blending and switching etc. Where the Mixamo rig falls short is when you are trying to do your own animations in Blender and then export them for use in Unity. It works great with Mixamo animations and with Mecanim animations in Unity. The Mixamo rig works perfectly fine in Unity without even having to bring it into Blender. But you have to follow the process from download, import to Blender, using the python scripts, export, SFM compile, and using the biped_simple mixamo rig in SFM. Автор сообщения: Pte JackNot sure what the problem is, if you download and use the the python scripts referred to in the guides, you will have a bi_ped simple rig that works on your Fuse model.
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