- User Since
- Jun 8 2014, 7:46 AM (154 w, 5 d)
Fri, May 19
For when you get around to it:
In case it helps, just wanted to add on that thing that seems apparent to me in my tests is that exporting .fbx out of Blender bakes the animation as if basically all the options for Bake Action are checked.
Whereas, when importing the .blend into Unity straight, the baked animation is as if only the "Only Selected" option is checked (which, in this case, seems to be the desired setting).
Thanks for the suggestions, @Bastien Montagne (mont29). I tried changing the Simplify value to different values (including 0), as well as the Sampling Rate just in case, but nothing seems to help. =/
Thu, May 18
Right, but this doesn't look like one of them. Problem also replicated by co-worker. I'd appreciate it if somebody could look into this.
Ah, actually, it looks like baking within Blender works if only "Only Selected" option is on. (While testing, I somehow came to the conclusion that all the options needed to be checked.)
Wed, May 17
Yes, but neither exporting to .fbx to Unity nor baking the animation in Blender works corectly. Did it work for you in 2.78c?
Mon, May 15
Right, though I think it should be noted that, while this may not be a bug, this behavior is fixed by enabling the new depsgraph. Maybe that could be useful. Thanks, Sergey!
@ronan ducluzeau (zeauro) Thanks, that worked like a charm! I'm actually a little disappointed that I didn't think of that myself.
Sun, May 14
Tue, May 9
Tue, May 2
I'm still bumping up against this problem. Are there plans to remedy this limitation in 2.8? Even if it breaks older rigs, I'd be glad to have this limitation removed going forward.
Feb 17 2017
I tried reimporting the .fbx to Blender, and as you said, it works fine. Then I tried importing it into Sketchfab and also Unreal Engine and the animations all work fine in those as well.
Feb 16 2017
Oh, and just in case it's needed, before I change the items in the hierarchy, this is the structure as it imports into Unity by default from the .fbx exported out of Blender:
I tried it but it's still shifting. =/
Feb 14 2017
Oopse, forgot to attach the file:
Feb 8 2017
Hi, Ivan. I appreciate you taking the time to recreating the metarig.
Yes, I did originally make some modifications to the ORG-bones on my rig. I guess I wrongly assumed the z-axis should be facing up..
Feb 6 2017
Feb 2 2017
Oh, wow, nice, it worked! The snipet resolves the issue for me.
Thanks for looking into this. I could think of one thing that possibly could've affected the animation data.
Jun 6 2016
Ah, okay, in retrospect, I realize I should've included the .blend file.
Jun 3 2016
May 12 2016
Ah, I apologize, really sorry for wasting your time!
May 9 2016
I'm not sure if this would be covered in the scope of this task, but would it be possible to register drag direction as positive?
Apr 21 2016
Well, that's embarrassing.. I thought I checked for that when doing the tests. Sorry for wasting your time, but thanks for checking it out!
Apr 20 2016
Apr 15 2016
Oopse, you're right. My apologies for lying. Just tested on 2.76 and 2.73.
I guess when I was testing this out last night, I accidentally did it for the armature instead of the bone in the other versions, haha.
Apr 14 2016
I'll do you one better than a .blend. Show and tell:
Apr 13 2016
Apr 9 2016
I guess this would be a pretty impossible problem to resolve if it's isolated only to me. As really annoying as it is, I suppose to I'll have to live with it for now.
Perhaps when I upgrade my OS to Windows 10 later on, the issue will be resolved..
Mar 30 2016
Confirming OS updates does not fix the issue.
Mar 29 2016
Since I don't know what causes this, I could only test when it happens, as I was able to do tonight.
Mar 25 2016
Mar 23 2016
Ah, I forgot to mention. This hang time goes away if I remove the "addon" folder where the preferences are stored in the User\AppData\Roaming\Blender Foundation\ folder.
Mar 6 2016
I agree this is a serious issue. Even if technically not a bug, it seems to be a crucial problem to be resolved ASAP.
Feb 24 2016
Haha, okay. If it's not a simple fix, then I guess energy could be spent better elsewhere.
For the time being, setting my own container/codec seems fine so will do that for now. Keep up the good work!
Ah, I see. Thanks for the reply. I did a test with VLC and you're right about it playing both files fine.
Feb 23 2016
Furthermore, selecting "Lossless Output" renders a visually corrupted file for me:
Feb 1 2016
Ah, I see. That resolves the problem!
Sorry for the bother.. I searched everywhere for an answer but couldn't find the solution anywhere.
Oct 21 2014
Yes, Cycles, probably should've specified that, haha.
Ah, my apologies. The workaround worked like a charm! Makes me wonder why something like this isn't enabled by default, haha.
Oct 8 2014
Sep 7 2014
Thanks for taking the time to explain, krash. I can't say I understand your instructions.. perhaps it's a bit too technical for me, but I appreciate it.
Sep 1 2014
I'd like to add that trackball rotate and edge slide both also seem to be hard-coded.
If they could be changed, it'd also provide a workaround until the "event system" issue is resolved (T40537)
Aug 21 2014
The problem does seem to have been fixed for the 3ds keymap, but, sadly, the problem still remains with my custom keymap.
Aug 17 2014
I wanted to further add that the rapid switching for the "G" key seems to be with the "edge slide" function. Again, this did not happen with 2.68a.
Jun 16 2014
Whoa, noticed a bug. I'm guessing it's related to this one so I didn't create a new bug item.
Jun 10 2014
Awesome, it behaves exactly as expected now!
I guess the only thing left is the difficult Dimensions issue.
Jun 9 2014
Awesome, thank you, that solved it!
Great, glad to see #3 fixed!
Though I'm not sure #2 isn't a bug. Maybe I should've clarified, but I meant to say the value registers even after the mouse is let go of.
Animated gif to showcase the problem:
I'm not sure if this is a difficult fix, but once multiple fields are selected, the values should all change, not just one.