I see many external bones around an imported binary FBX file, made in MakeHuman. The view in Pose mode is also very difficult to work with. How can I change the view, so that I only see the rig?
I don´t think the problem is the view or external bones. After import a fbx, the armature and meshes must be aligned and the lengths of the bones reduced for a better overview. The following script should do that for you. Open a new text block in workspace Scripting. Rename 'text' to 'text.py' and copy the code with RMB into it. Select your armature and press run.
import bpy bpy.ops.object.mode_set(mode='OBJECT') obj = bpy.context.object bpy.ops.object.select_all(action='DESELECT') bpy.data.objects[obj.name].select_set(True) bpy.ops.object.mode_set(mode='POSE') bpy.ops.pose.select_all(action='SELECT') bpy.ops.pose.armature_apply(selected=False) bpy.ops.object.mode_set(mode='OBJECT') obj = bpy.context.object bpy.ops.object.transform_apply(location=True, rotation=True, scale=True) bpy.data.objects[obj.name].select_set(False) for mesh in bpy.data.objects: if mesh.parent == obj: mesh.select_set(True) mesh.rotation_euler += -1.5708 bpy.ops.object.transform_apply(location=True, rotation=True, scale=True) mesh.select_set(False) bpy.ops.object.mode_set(mode='EDIT') obj = bpy.context.object ebones = obj.data.edit_bones change = 0 for bone in ebones: if bone.name == "root": for idx in range(3): ebones['root'].tail[idx] = ebones['spine05'].head[idx] if bone.name == "head": change = 1 if bone.name == "pelvis.L": change = 0 if change == 1: bone.length = 0.05 obj.show_in_front = True
Thanks for your reply and advise. I did my best to follow it up in an Blender text block, renamed as text.py Then save, and reload the fbx-file. But I see still the same result.
I discovered lately however, that fbx binary files made in Mixamo are displaying fine. So I think that's is the most simple in between solution for me as a noob in scripting an related abstract subjects. Anyway, thanks!