This is the stuff that's left in my outliner... ive deleted everything else although I'm curious why when I choose export selected it doesn't just export the selected objects... It still exports everything in the scene...that's why I had to delete stuff prior to exporting to make sure it doesn't export all... Anyway if i…
Hey Monster, Did all of that already... same result. Non deformer histories are gone and Baking the animation on Export produces the results above... Thanks for the notes on the bind pose... the max influence on this model is 5 and I did "Use Selected Joints". Didn't notice the removed Unused influences though... I'll keep…
Hey Guys, I am trying to export some of my animations to showcase on Sketchfab but for the life of me my character will not import/export as a FBX. When it does it only loads the arms, eyes, tongue and eyebrows of the character missing the main body entirely. It loads the above instead of oh I dunno... When I export it I…
Because of how your rig is organized you need to bake the animation of the joints, unparent pelvis_jnt, and unparent all the character's geometry. Make sure the animation still works, select the joints and the geo, and then export selected. Exporting to sketchfab is similar to exporting to a game engine. There should be no…
Ahh okay cheers Monster didn't realise the constraints and parents locked this stuff together even in the export selected sense. A nice to know! Blendshapes sadly do not I export him and the face remains normal - no expression. I may have to call this off for now - no use exporting an animated mesh that doesn't animate…
Select all the meshes and Delete Non-Deformer History. Also, enable Bake Animation from the FBX export dialog. To avoid the Bind Pose errors, when applying Bind Skin: * the root joint should not be a child of any other node * set the options Use Selected Joints (with your joints selected) * uncheck Remove Unused Influences…
Export Selection also picks up objects that have influence on your selected objects. In this case, Hitch_Char_Do_Not_Touch is more probably included in the bind pose data of the geometry. So it and all it's children are "selected" as well. To avoid this the root joint should not be a child of any objects when applying the…
Your method worked I can get the model out now but as far as deformers go I cant get out the clusters that contain my characters eyebrows or wrap deformers I'm assuming this is not possible....