It figured it out. It was all in the textures and I had to delete them all and then and add them back into the game. When you import a obj into a game sometimes the textures and materials get messed up. I just deleted all the material slots and recreated the material and uploaded the same image to be mapped on it.
Blender and fbx doesn't like each other, you should try bake the armature animation that might help.
Saying that you can find on YouTube tutorials about how to export fbx (to unity for example),
But my guess is that the bones when extruded been rotated and fixing a finished armature is a hard task.
No. Previous versions are not compatible with 2.80. The only way to do this would be to export to some other format that supports all the features you need and then import to a previous version. In vast majority of cases you will run into problems when attempting this so this is not a very good idea. It's best to choose a version and stick with it from the ...
See the developer discussion about it here: https://developer.blender.org/T62576
It seems it is dropped officially. Personally, I still use it because sometimes that's the only format I can get models I need in, but while it's inconvenient, it is still possible to import 3ds to Blender 2.79 and copying models from 2.79 to 2.8 is no problem. As for exporting,...
For educational purposes(2.79).
Just enable the Edit Tool 2 addon to see what is happening to your meshes.
You will get a Face Info / Select panel where you can see and select Ngons, Quads and Tris.
I always use it to check and fix my models before export them to an AR app.
I don't have any way of looking at an .obj file to see where your problem appears, but you have two spurious vertices on the edges of the bottom face which you can see in Blender if you turn off the bevel modifier. Not sure whether deleting those would sort your problem?
Using node based shaders and modifiers is something that is specific to blender, neither of these export well to other programs.
For node based materials, you can bake the shader nodes to an image that can be used in other programs. This only applies to the surface appearance; such as colour, specularity, glossiness...
A normal map used in a shader can ...
Unfortunately, no; as far as I know, you can't export unbaked raw animation using the FBX exporter.
According to this post, unchecking Baked Animation disables all animation export, meaning the FBX is created without any animation information at all. I realize it's tantalizing that perhaps disabling baked animation would have somehow exported keyframed "...
glTF 2.0 has a specific PBR material model, for transfer to realtime rendering engines. It cannot support arbitrary arrangements of Blender nodes, as WebGL wouldn't be able to handle realtime rendering of arbitrarily complex Blender nodes. Instead, the glTF material definition has a strict number of fields, corresponding to a particular interpretation of ...
The registration of the operator was broken. The bpy.utils.register_classes_factory() generates a register() and unregister() function for all supplied classes, but doesn't call them. There was also a , missing in the class tuple.
classes = (
for cls in classes:
The problem is probably that your normals are flipped the wrong way, Unity doesn't render normals that aren't facing a camera. In your blender file. In edit mode go to mesh Normals and it can flip and recalculate your object normals there. The face or faces have to be selected for the tool to work.
I hope that helps, others have had this problem too.
To me it looks like the face normals are facing different ways. Game engines use backface culling to only draw one side of a polygon.
In edit mode select all A and use ⎈ CtrlN or ⎈ Ctrl⇧ ShiftN to set the normals to the same direction.
You may also want to look at not using backface culling so that both sides of the robe are visible in ...
Photoshop has its own camera. We cannot import the Blender camera position.
But, you made me think of a solution:
Select the object and so the camera. Make a parentCtrl+P.
Select just the camera.
Go to front view 1.
Now go to View > Align View > Align Active Camera to View.
The camera now has the same position as Photoshop camera and the object has the ...
I have never done an export to Photoshop, but in other applications the mess up is because Blender uses Z as the vertical axis while the other application uses the X or Y axis as the vertical. The exporter may have an option to automatically adjust for that. I'm not sure if that is the problem or not. Scale can also be a problem.
I am guessing you have a bad UI layout in file.
(They changed the export layout in 2.81. Did you open up the 2.81 beta, save the file, and return to 2.80?)
Try to close blender, Re-open it with default scene, go to File->Open, deselect "Load UI" and open your blender file. Export settings should be back now.
If that does not work, (Or you are also missing ...
Export GLB file with it's textures and import it to PowerPoint.
how to set up the glb textures properly is shown here:
This is the setup for the textures
and then import from file
The problem was the quaternion rotation that was in conflict with the euler rotation (because i changed from quaternion rotation method to euler) and the only thing that I could do is to delete all the quaternion rotation keyframes and recalculate the roll of the bones in edit mode "shift+N" (recalculating the roll of all bones in the right way is important ...