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expy-kit's Issues

Issues With FBX Export from Blender 3.0

Funny thing, and I just want to confirm.

Today, Mixamo is rejecting all FBX files, which is odd since a few weeks ago, they were working.

It is accepting OBJ, without armature data, which takes me to their auto-rigger. The OBJ file is imported to mixamo, and when I get the new mocap (FBX), and import to Blender, the result is a very, very, very tiny little model.

Older FBX files that I created with Blender 2.9 work very well.

Here is a screenshot attached.

Kindly help.

Thanks

fbx_not_working

Support pelvis bone

hi, Daz character comes with pelvis bone, which is the parent for both legs.

This bone is very important in some model types, Including Daz, iclone/CC, MMD and more.

But in Expy Retargeting's panel, there is no place for pelvis bone.

That means, for any animation used pelvis bone, expy can not retarget it correctly. The whole lower body gonna be very wrong.

Would you like to support this bone?

skew or stretch are not baked propertly

angarilow (T57536):

Specifically, animations for rigs that use non-uniform scaling on parented bone chains (i.e. all common stretchy rig setups with Stretch To) cannot be correctly baked, and thus often cannot be correctly exported. The only workarounds are to either not use non-uniform scaling (no fancy stretchy rigs), or unparent all bones.

Proposal: Blender v2.7x compatibility.

I like your add-on, it helps in my workflow. And I'm often animating in older versions of blender (a lot of machines, various specs), and my favorite is 2.76. So, I have ported the source to work in this version (blender 2.76; python 3.4; rigify 0.4). Also in-between versions were tested (2.79, 2.80, 2.92, 4.0.2).

If it's interesting, take a look over my PR #44.
It might look intimidating :-) but first few commits just change the syntax and API calls massively. They are in separate commits to easier reviewing.

By the way, while fiddling with the code, there were found some glitches, which might be hard to catch in rigify 0.5 and higher (because of bone names similarity). Of course, I've fixed as much as I could. These fixes are in the same branch. Even if it's not an option to integrate 2.7x support, those fixes could be of some use.
The most affected class is ExtractMetarig (I use it the most).

AttributeError: 'EditBone' has no attribute 'layers'

I followed these steps:

upload my character to Mixamo and rig it
download the character with Original pose
imported it in Blender
Extract Meta-Rig
generate Rigify rig from the metarig
downloaded a walk animation from Mixamo and imported in Blender
select the Rigify then select the walk animation rig and go to pose mode
Bind to active armature with 'To Bind' set to Rigify_Controls and 'Bind Target' to Mixamo

screencast_00139.mp4

I expected it to add constraints to the Rigify rig. am I missing something?
please help!
thanks

Add preset for Character Creator(CC3) Model

A good part about this project is it comes with some very useful build-in preset, like Daz and mixamo.

But these 2-3 yesars, iclone's Character Creator(CC) is killing Daz.

A lot of game studios are adding CC to their workflow. So, support CC is supporting the future.

In that case, would you like to add CC's bone mapping as a build-in preset?

Doesn't work in 2.93

I install it, but it can't be enabled...


Traceback (most recent call last):
  File "/snap/blender/830/2.93/scripts/modules/addon_utils.py", line 351, in enable
    mod = __import__(module_name)
ModuleNotFoundError: No module named 'Expy-Kit-0'


After renaming "Mixamo to UE" model with multiple NLA actions, animations not playing

Model is rigged and animated With Mixamo. Multiple animations combined with NLA editor.
This file successfully exported as GLB into Godot Engine - actions exported as animations.

Tried to use add-on to export model for Unreal Engine, but have and issue:
Rename bones from Mixamo to UE and save as FBX - model has list of animation tracks but not playing. Model freeze in current static pose.

How to fix it?

In attached files, my Blend file and result fbx.

Blender version: 3.0.1

SWGirl_2.zip
Output FBX SWGirl_2.zip

Feature request: Bulk import, retarget, and bake Mixamo animations

Summary

I would like to be able to import a large number of Mixamo animations into my current Blender file, and bake them all to the same character.

This would be useful for action game characters that need lots of different animations and animation variants (e.g. walk, run, run with gun, strafe, climb).

Detailed problem statement

My current Expy Kit workflow goes like this:

  1. Create model
  2. Rig model with Rigify
  3. Download Mixamo animations
  4. Import first animation into Blender
  5. Use Expy Kit to bind my Rigify Rig to the Mixamo armature
  6. Bake the Mixamo animation into a Rigify-compatible action
  7. Rename the action
  8. Enable custom start and end time
  9. Delete the Mixamo armature
  10. Rinse and repeat for every animation
  11. Export game-ready character

Steps 4-9 are repetitive and could be automated.

I would only expect bulk import to work if all target animations have the same bone hierarchy. Scenarios where the target animations are of different types need not be supported.

I can't manage to apply Maximo animation on Rigify rig

First, thanks for this great package... Unfortunately, I can't make it work, as when I apply my animation, only a single point of my character seems to be parented to the mixamo's rig. Maybe I just did something stupid, I'm not sure.

What I did:

I have my meshed rigged using rigify. Then, I import Maximo's backflip animation, trying various options:

image

I remove then the character added by Maximo to keep only the rig:

image

Select the Rigify rig, then the Maximo rig using shift-click, then move to pose mode:

image

image

Then, I do:

image

Then, my character has only a single point that seems to be animated, lets, arms... do not move:

image

Here is my blender file:

a.zip

optionally exclude twist bones from the hierarchy, like in ue4 mannequin

zoltan (T57536):

there is an other problem that somewhat breaks ue4 compability: the position of the twist bones, I mean the hand shouldn't be parented to the twistbone, but rather the forearm bone. The "rigify way" can make some ik setup problematic (two bone ik when there are actually four bones in the chain.
I1m not sure how this could be fixed, the way I tried is to generate single segmented bones for rigify and wrote a small script to duplicate the limb bones which serve as twists. Then set up the hiearchy and constrains.. the problem this is quite crude method and I can't really code.. just collecting codepieces i find on the net.

"When importing an object into the Unreal Engine, I'm encountering the error message: 'There are multiple roots in the bone hierarchy. We only support one root bone.'"

Hello friends, I'm getting the following error while trying to import an animated model into Unreal Engine 5: "Multiple roots are found in the bone hierarchy. We only support single root bone." I believe it's related to having multiple roots, and I've tried the solutions I found on YouTube and Google. However, I encountered different issues this time. Firstly, in Blender, I used Shift to bring all the roots under a single root and tried importing again. But this time, the weapon mesh is not coming through. I also used Shift (assuming you're familiar with Blender) to place the weapon mesh under a single root, but now the animations are not playing correctly. Can anyone who has knowledge about this issue help me? I've been trying to solve this problem for several days.
1
Uploading 1.png…
2

Bind to active armature is broken on Blender 4.0

Expy-Kit-main\operators.py", line 1206, in invoke
return self.execute(context)
Expy-Kit-main\operators.py", line 1466, in execute
new_bone.layers[self.ret_bones_layer] = True
AttributeError: 'EditBone' object has no attribute 'layers'

Without rigging

Hi pKrime.

Can you implement this paper inside blender as free add-on??

The paper or idea for character animation without rigging based on Pixar's paper called character articulation through profile curves, so if you able implement it inside blender 2.93 and higher, it will be amazing and faster Way than old fashioned way that needs bones, weight painting etc..

Watch the video and download the paper too

https://youtu.be/gUJ4RxMdVn8

Download the paper here :-

https://graphics.pixar.com/library/ProfileMover/paper.pdf

Thank you.

Error with multiple roots in Unreal Engine when importing Rigify mesh after applying Game Friendly convertion

Hi,

So I created a Rigify armature in blender then assigned it to my mesh.

I then wanted to use your tool to make it Game Friendly in Unreal Engine. The addon tells me it renamed 10 bones, but when I export then import it in Unreal I get the following error:

Multiple roots are found in the bone hierarchy. We only support single root bone. 

Have you encountered this problem before ?

Thanks for your help,

Binding Rigify_Controls to Mixamo Rig blows up my Rigify Rig

Hey, I juzst created a rigify rig based on a mixamo rig. I did everything like it was explained in the video tutorial. First I extracted a Metarig and then re-generated a rigify rig. When trying to bind my new rigify rig to a mixamo animation now, this is what my rigify controls look like:

image

Any idea what is going on? I am using Blender 3.3.1

Rigify controller Rotated wrong side

Rig Hanc IK L R Rotated

leg roteted After rigify

Hello
This add-on is so good for faster and stress free rigging

using today 27 sep 6.30 zip file
blender 2.93.4

Can You tell me how I can solve this issue
1.hand Rigify IK controller Rotated wrong side
2. leg rotated after rigify generated

inactive settings

Hello
The problem is that no matter what functions are used, the settings window is inactive and an attempt to select presets writes "none". At the same time, retargeting works (but finger problem, yeah), but I can’t set it up in any way, because the window is inactive. What could be the problem?
Thanks in advance for your reply
image
image

Rigify hand bones animation issue

Hello,

when constraining a rigify rig with a mixamo animation, everything works fine except for the hands:

image

Is this a known issue?

What could be the cause?

Regards,

Javier.

Cant get it to work in Blender 3.0

I downloaded the new version and cannot seem to bind the mesh after importing it back from Mixamo. Exporting is fine and it gets into Mixamo very well.

After downloading the fbx file from Mixamo. I select the two armatures like before, and then try to bind, and nothing happens.

Is it a bug or is there a new way of binding it?

I am using Blender 3.0 Stable version.

Tutorials on use or documentation anywhere?

Hello, I think this tool is great and I have used it to extract a meta rig and rebuild rigify rig to control my UE4 mannequin. However I have no idea how to get this animated rig out of blender and into unreal engine on to the original mannequin. Any advice guidance or tutorial you can recommend would be much appreciated as I am losing my mind trying to find any answers.

Currently when I export the rig I get the error from unreal of extra joints that were not in the original skeleton. I then tried convert bone names to rename deform bones to unreal but still have the same issue where it is exporting everything. If you could help me figure out what to do here I will be showing lots of other people this tool as this is exactly what people learning games dev for unreal want so they can bring their own animations in to unreal engine.

older versions compatibility (< 2.93)

Some people use those versions. Would you like to let them use your add-on?
E.g. on windows 7 the latest blender is 2.92. I personally often work on such machines, so I made some fixes, which allow it to run on at least 2.92. I'll create a pull request with these changes.
Maybe I'll also port it for 2.7x. Is it interesting?

Feature Request: Save button for presets edited in Blender.

I want create a new preset for specific armature, but when i switch to other work in blender the preset missed. I have noticed that I can add a same-name preset every time to save my progress, but I'd like to save it to a file for future editing or sharing to other people. Or it there a proper way to safely create a permanent preset. (Maybe I can add a .py file in preset dir in extension dir, but so inconvenient)

Arms are twisted at third import

I successfully imported FBX animation from mixamo and applied to rig and baked.
But then, the third FBX from mixamo (same character, no skin), I've got arms inverted (not legs):
image

Did it happen to you?
Any idea?

Match armature pose not appearing

When I select my rigify model. And try to bind it I can’t find the options match armature posing even if y have the latest version of blender

Problem with new Rigify face rig in Blender 3.1+ and Rigify Game Friendly

When applying the Rigify Game Friendly feature to a Rigify rig with an updated face rig and then exporting the rig to Unreal Engine, an import error occurs.

fbxError

The problem manifested itself after upgrading the old Rigify face rig from Blender 2.9 to the new version 3.1+ using the Upgrade Face Rig feature in Metarig. If you do not update the facial rig, everything works correctly.

metarigUpgrade

I compared the fbx files of the correct rig and the rig with the problem and found that the problem rig contains unnecessary bones that are not deformation bones which are defined as the second root bone in UnrealEngine. The additional bones in the images below are initially located in the same place as the rig itself, I moved them to the side so that they can be seen.

BadrigFront
BadrigRight
Bones

At the beginning, I thought that the problem was related to the chest physics bones, which are necessary for the Spring bones addon to work, but after removing them completely, nothing has changed.

I will be grateful if you solve this problem. And thank you for a wonderful tool.

Feature Request: turn off by keyframe?

Hey there. First of all big credits for this fantastic addon.
Its not really an issue, but i cant find an option to mute all constrains by keyframe. Its working with drivers, but to set this up everytime, drives me complete nuts, espacially, because there is allready a funktion to mute all constrains, just without the possibility to keyframe it.
Is there some way to implement it by script or something?
And sorry if thats not the right place for my question. just tell me where to ask, and i will post it there.
Thx <3

Expy-Kit Not working with Blender 3.1

I get this error every time I try and use Expy-Kit with blender 3.1.

location: :-1
Error: Python: Traceback (most recent call last):
File "C:\Users\chris\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\Expy-Kit-main\operators.py", line 538, in execute
metarig = next(ob for ob in bpy.data.objects if ob.type == 'ARMATURE' and ob.data.rigify_target_rig == src_object)
StopIteration

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
File "C:\Users\chris\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\Expy-Kit-main\operators.py", line 546, in execute
metarig.data.rigify_rig_basename = src_object.name
AttributeError: 'Armature' object has no attribute 'rigify_rig_basename'

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