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If you need the quads to be planar The cap-quads can be planar and symmetrical only if D is brought into the plane defined by ABC, in which case the cap is flat, or B is brought into the plane defined by ACD. One way of taking the second option would be to create an equilateral triangular pyramid with the desired pitch, and looking straight down Z, Knife ...


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Well i dont think i'll get an answer what i did wrong but maybe this will help someone else in future.... I still havent found the reason for this behavior but I think I finally found a workaround that works and you dont have to do much for it. while the first workaround was using the origional bones as deform bones and renaming the vertex groups whick ...


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What you see here is automatic triangulation. You have quad faces in your model that are not planar and polygonal faces that are not planar cannot be printed so they are triangulated and since there is no way for a computer algorithm to determine where to insert the edges it sometimes fails to guess. The solution would be to enter edit mode with your ...


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glTF is a last-mile format. It stores its mesh data in a ready-to-load-onto-the-GPU kind of state. But the graphics hardware doesn't want the same vertices that artists want to see in Blender. At the hardware level, there are "vertex attributes" for things like normal vectors, UV coordinates, etc., that must be specified per-vertex, not per-face. ...


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I've managed to solve the issue over at the Unreal forum. I did add a simple Armature and did not change the default name. That was the problem. Change that name to anything but "Armature" and everything works fine.


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If you're still after an answer, I have found a few different soloutions to various Blender>Unreal problems that when I combine, seem to work. Could be one of these: Don't have fullstops in your bone names Rename your Armature to anything else Don't call your root bone 'Spine' (You've not done this. Could jut need to be carful eitheir way.) Not sure if any ...


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I solve the problem by using OT Animation Video Codec, then import to Photoshop with transparent background. But there is still another problem, I have set the display and hide some fields in grease pencil, but the video cannot display properly.


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You may simply need to apply your transformations. You can look at your viewport shelf by hitting your N key to see if this needs to be done. See below for images regarding both. To check and see if you need to apply any transformations, you can select the object in blender and then hit the N key to open/close the shelf. It should look like this across ...


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In general, the format should not matter as each is supposed to bring the same data into Blender, as long as the format is supported. The unwrapping though does not depend on the format. Not that format does not matter, but it really has no influence on the unwrapping, as that is based on the geometry that is generated from the data read in/generated inside ...


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You can use the STEP importer Addon, that was released for Blender 2.8x on January 27, 2020. You may visit the support thread on Blenderartists. There you'll find the link to get the Addon, too: https://blenderartists.org/t/step-import/1203804


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As mentioned in the comment, use a file output node or connect your output to the composite node. It's important to make sure that you're telling Blender to use nodes, in the compositor windows make sure "use nodes" is checked.


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If trees are particle instances you will have to make them real first... than delete all unwanted meshes in object mode to make first clean up, than select all (the rest of objects you want to export and if there is a lot of unwanted faces Join all objects (Ctrl+J), because like now, trees objects shares same object data (that can't be edited separately). ...


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I did exactly the same thing you did, exported the UVs from the Suzanne. Though i did export it twice with once default opacity 0.25 and once with it set to 1 as you use in the script. The code is taken from the Scripting Tab bottom left window. Here we can see as in the picture below, the default 0.25 function framed red(default value is optional and does ...


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Object > Origin > Origin to geometry. The orange dots are the center of your mesh, but need to actually be where the center of the mesh is. Credit to the people in the comments.


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What happens if you copy blenderplayer.app over to that empty folder. Then, you could use it. There is also likely a preferences input for the player path. I once copied blenderplayer.app from one computer to another through Google drive, I think it worked (it was a while ago). I am currently not with my computer, but good luck!


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I couldn't find a way to export .obj to .wrl in Blender 2.8. The only option in Blender is to export the .obj to .x3d and then use a script to convert the .x3d to .wrl. Though there is another way - not using Blender for that task. Instead you can use view3dscene. It is a viewer for many 3D models and it works like a charm! sudo apt-get update sudo apt-get ...


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Okay so the only way I know of doing this is putting al of your animations in the NLA window. Like so. After that you can export the Armature + Model. Deselect - All actions Select - NLA Strips ( in which you put the animations ) That way, when you import it into unity you will only get the animations that were pushed down on the NLA strip.


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