![]() ![]() ![]() Another linked scene with my rigging and weight-painting where I import and apply animations.In one scene I can have my low-poly mesh with all the modifiers un-applied for easier editing.With linked copies is it possible to only have changes reflected one way? When moving from one step to the next I make a full copy and go through the necessary step. I've tried the godot exporter plugin - but it's always messed up my meshes/weight paints Better workflow possible?Ĭurrently, I have all these separated out in separate scenes in Blender. Then there's importing to Godot - ideally I'd be able to inherit from the gltf and have future exported changes be reflected in the scene, but I don't think Godot can do that with a. ensure my Mixamo rig layer, not the control rig layer, is visible use SKkeeper to apply all modifiers except the armature Using an add-on called SKkeeper I can apply all the modifiers except the armature without losing my shape keys. This was because I was applying modifiers on export, which is an issue with shape keys and an issue with how Godot imports the armature as a skeleton node. I've had issues at this stage, where the import was a mess. I then download in-place animations downloaded from Mixamo and use the Mixamo add-on to apply those animations to the control rig.Į. Using the Mixamo add-on for Blender I create a control rig from that armature. ![]() Add any other necessary bones, create vertex groups for these bones, and adjust weight-painting as needed.ĭ. I can auto-weight then adjust weight-painting as needed.Ĭ. I still have to apply my mi rror modifier at least delete the Mixamo mesh and edit the rig to fit my mesh. must have all previous modifiers applied I export my model as an OBJ, upload to Mixamo, and download the T-Pose animation (unfortunately you can't do it sans-mesh like other animations, but w/e)ī. I'm working on low poly models using a mirror modifier and subdivision modifier.Ī. (TLDR the bottom) Current WorkflowĬurrently, I'm making a character like so: I'm a blender novice so I'm wondering how I can improve my workflow. So I've had a lot of difficulty getting assets from Blender to Godot - my workflow is functional, so I'm documenting it here for posterity, but small changes are a pain to implement. ![]()
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