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This is more complex because materials now almost always use nodes. Whether to use alpha is controlled by the Blend Method. As a replacement for reading material.use_transparency, try using material.blend_method != 'OPAQUE'. To fetch the actual alpha value is harder since it now flows down an arbitrarily-complex node graph. But for simple graphs you can try ...


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A newer manual says: "An NLA Strip animation consists of multiple actions on multiple objects that should play together. To create an NLA strip animation with the name “My Animation”, push the action that should play each object onto an NLA track for that object with the name “My Animation”. NLA Strip animations will be exported if the Animation ‣ NLA ...


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I found certain animations can be exported to .DAE format. (rotations, translations etc; basic stuff) It just seems that cloth-animations is one of those that doesn't play nice unfortunately. Perhaps you can achieve what you want with the basic animations. Else I'd recommend using the .OBJ-format.


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Per comments above, the solution was to recalculate the normals, and upgrade to the version of Blender. In the screenshots, it looks like some polygons face the camera, while others face away. If "Backface culling" is turned on (as a material property setting in Eevee), glTF will treat these polygons as single-sided, and may not render the ones ...


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Go to the frame you want and apply your modifiers. Including your cloth modifier. If you have Interface: Modifier Tools Add-on enabled you can press Apply All. If not then you can press the little down arrow and Apply. Or select a modifier and press Ctrl+a. Remember to start from the top. Now your cloth is frozen and can be used as any 3D-object and ...


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You have to program the animation with armature and bones (which can have a follow path constraint). Then in pose mode go to the 3D window menu "Pose-Animation-Bake Action", and bake your animation checking the "Visual keying" and "Clear constraints" options.


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Render Layers -> Layer -> Scene Make sure the boxes, of which layer you want to export the meshes from, are checked. You can select multiple boxes while holding down SHIFT.


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(I don't have the reputation to comment this: Powroupi's latest version of Blender MMD Tools works through version 2.90 (my version). Download it here.) As mentioned by Kisracora, the plugin needs to be unzipped before the mmd_tools folder can be inserted into the addons folder. (If you're on Windows, you can simply enter the zip folder without unzipping and ...


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MMD Tools is confirmed to work in the latest version of Blender, so this is not a version issue. However, make sure to double check you are downloading the 2.8+ version of MMD tools, and not a version for 2.79 and below. Did you make sure to unzip the file before attempting to install the add-on? MMD Tools contains multiple plug-ins, so you may not be able ...


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Materials and shaders are not transferable with Obj format. It does not allow to export Blender materials and shaders. All it can do is to export a simple Phong shader plus some textures. And not everything can be baked into a texture. So the general answer is no. You could bake all the color information into a single diffuse map. Use Cycles and bake with ...


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Well, my Blender instructor actually told me how to fix this problem, so for those of you who are experiencing this same dilemma, try this: Instead of exporting the file, just save a file with ONLY THE CHARACTER. Then, open the scene you want to "import" the character into. Go to File->Append. Here, find you blender file with the character, and ...


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The only equivalency between blender's material and .mtl is the principled BSDF node. Blender's materials can be infinitely complex but the material format associated with .obj is simpler and limited to fixed arguments. anything other than a single 'Principled BSDF' node will get lost in translation. I'd suggest looking into blender's Link and Append ...


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Use bpy.ops.export_scene.fbx('INVOKE_DEFAULT'). More info about "Execution Contexts": https://docs.blender.org/api/2.79/bpy.ops.html?highlight=invoke#execution-context I'm not sure what the best way to run something after the operator is complete is though. Maybe try: Running code after a modal operator finished its job


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Not sure if that is your case but sometimes when there is not a proper flow of the loops in the modeling or when is not properly triangulated or quadrangulated that could happens.


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Probably they get moved, not deleted. If so, before joining, select the disappearing objects and press Alt P "Clear and keep transform", then join with Ctrl J.


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I'd love to understand if transforming parenting informations into collections should lead to possibility to batch export with Blender Function for FBX. While I'm not skilled with coding into blender, I'd love to resolve this issue to correctly export Groups and parents/children into Unreal Engine: My idea: My case example: Object01 Object02 … Need to Create ...


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I figured it out, all I had to do was copy all the associated PNG files to where the exported FBX file was located in my Unity Project


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I've had this issue as well, and it seems like it's an issue with using bloom and volumetrics at the same time. Try clamping the bloom with a value of 20, see if that fixes it. (of course, you'll only know when rendering large batches of frames again)


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I can't tell you why this is, but if you go to the Object Data Properties tab, go to UV Maps, and remove the UV map (click the 'minus' button next to it), it will export. I don't know why.


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I wanted to import an obj and export it as an fbx all from the Terminal without using the Blender GUI. The following answer helped me a lot. My file was as follows: import bpy import sys argv = sys.argv argv = argv[argv.index("--") + 1:] # get all args after "--" obj_in = argv[0] fbx_out = argv[1] bpy.ops.import_scene.obj(filepath=...


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The link @HikariTw should give you an answer; for example on my system the path to Blender is /Applications/Blender.app/Contents/MacOS/Blender. The error you're getting is because the Blender binary isn't in your path. As for importing/exporting; your script should be pretty simple, just remove the default cube, call bpy.ops.import_mesh.stl to import and ...


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different softwares export things slightly differently. You can't expect the same exact file sizes from both Unity and Blender. File sizes will always be slightly different. :)


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In Unity to save processing power the model does not render both sides of a face, the problem is you have accidentally set the face normals the wrong way, thankfully it's easy to fix. In Blender, select the object you need to fix and open edit mode, press a to select all and then press Option+N for Mac or Alt+N for PC. Then just select either flip normals or ...


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oh sorry for this stupid question as Robert Gützkow and brockmann mentioned I didn't set the path import bpy #example path to store files path = os.path.expanduser("~/Desktop") #export fbx filename = path + 'Test.fbx' bpy.ops.export_scene.fbx(filepath=filename, use_selection=True,apply_scale_options='FBX_SCALE_UNITS',apply_unit_scale=True) os....


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I got the same error today. I traced it down to one image texture. Once, I used a different for testing. The problem didnt occur again


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