Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
( We trust you already know about the support steps : providing the logs, assets sent to artsupport for debugging etc :) )
FaceRigAnimHelpWizardLog[pastebin.com]
FaceRigAnimHelpImportScript[pastebin.com]
Thanks for the help. Wish we were able to get all the way to a working avatar.
For those with similar symptoms, THIS user appears to have gotten animations to happen.
Can you provide solution to all here on how you solved this?
Thanks!
Thanks for the update!! Please post when available, as we're at the same dead end you...
At first glance the problem is that the source scene is simply not compliant with the documentation, but we do continue to investigate, just in case there are also other, alternate causes. Right now one of our artists is setting up a new basic avatar source scene in Blender, to test for blender-specific issues.
By default we do export from Max, but we will re-trace the steps from Blender to see if anything particular to Blender may throw a wrench in the dae export process.
The problem is as follows:
Within the .dae file, within the id of an animation channel, there is a transform matrix that needs to be written.
Most exporters use the "/matrix" string to identify that , blender exports it as "/transform".
Our importer currently only looks for "/matrix".
While we cook a different version of the importer, that will look for either "/matrix" or "/transform" strings (not just "/matrix" like it is now) what you can do is either:
a. wait for the new version :)
b. if you are the "tinkering" type : edit this yourself with an editor, in text mode, or do some export/import/export shenanigans ( basically pass it through a different exporter than blender's native one).
Edit: Guide is up. It'll be more complete after I get the screenshots organized and inserted.
Custom Avatar in Blender
Not that long before we also deploy the updated importer, so you won't have to do the manual editing for very long :).
Edit: the updated importer should be live now
Thanks again guys! Working on viseme animations now... :)