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Problem exporting model initially created using MakeHuman #86

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Antokolos opened this issue Oct 15, 2018 · 4 comments
Open

Problem exporting model initially created using MakeHuman #86

Antokolos opened this issue Oct 15, 2018 · 4 comments
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@Antokolos
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Hello!
There is a blender model with the character and simple walk animation
Vasya_2.zip
Here is the export settings:
image
That's how exported DAE file looks like in the Godot:
image
Mesh does not follow the bones, some parts of the mesh are floating in the air.
Resulting DAE file size is 861 Mb, but it is the less of all evils :)
Another problem with this model: if Shape Keys option is not checked, then the DAE can not be generated at all because of the script crash:
image
I've checked this with the HEAD version of the exporter in this repository and also in the exporter version that can be downloaded from https://downloads.tuxfamily.org/godotengine/collada-exporter/BetterColladaExporter-latest.zip
I've also tried to export this model to GLTF & escn too, but these attempts failed as well. This animation just can not be exported, and I've ran out of options :(

@gregdavisd
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I can't get it to work in Blender. I load the file in 2.79b and all it get is upper body twist. Looks like the skeleton is animated but the bones aren't connected to the mesh. Does it need an animation plugin?

@Antokolos
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I just tried to test it again on fresh install of Blender 2.79b
First time when I loaded the model, I get the same upper body twist as you. To get the animation worked, you'll need to enable Auto Run Python Scripts in the User Preferences:
2018-10-19_13-53-27
When Auto Run Python Scripts is not enabled, you'll see the corresponding notification in Blender:
2018-10-19_13-57-41
When Auto Run Python Scripts is enabled, animation runs as expected:
2018-10-19 13 59 29

@Antokolos
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By the way, you can download MakeHuman and try to create your own model for test:
http://www.makehumancommunity.org/content/downloads.html
Just export created human to MHX2 format and import it to Blender (you'll need to install MHX2 Interchange format for Blender/MakeHuman (blender side) plugin to import MHX2 files, it can be downloaded using the link above)

@gregdavisd
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The rig has both skin and morph controllers on the same mesh. May be related to godotengine/godot#7668

@Calinou Calinou added the bug label Feb 26, 2020
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