Mesh Online
almost 2 years ago
You can try v6.0.5, which supports the raw keyframe feature.
This item has an average rating of 4 from 127 ratings by the community.
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Hey! I'm pretty happy with this plugin, however it lacks on crucial (for me) option - Force Start/End Keying Toggle from default FBX Blender exporter. When I want to export animation without rotation or position Better FBX Exporter is adding those keyframes, which is big pita for me... Or I'm missing something. Would love to see it, or make it happen other way, and change my rating to 5 star. Any thoughts?
Mesh Online
almost 2 years ago
You can try v6.0.5, which supports the raw keyframe feature.
Hi,
Why does .OBJ has no textures/materials? it doesn't read the .MTL file or something?! normal blender .OBJ importer just loads the textures but is one huge mesh then, cant group/separate, this addon separates the meshes but again no textures..weird
Mesh Online
over 3 years ago
Please move the texture files to the same directory of the OBJ file and try again.
Great product, I have not tested all the features but it seems to work for now perfectly for importing/exporting fbx from/to BM Fusion to/from Blender, thank you for this great add-on.
In case of problem I will send you a private message
I need help with this addon im trying to export the model but I get an error Python: Traceback (most recent call last):
and there is a lot of more other stuff that it says i dont know how to fix this but seeing as the creator responds to this day I please would like a response on how to fix this issue ive tried everything but I cant seem to get it to work
Mesh Online
about 4 years ago
It's a bug, I'll fix it as soon as possible.
It is, was, the only choice, but now, it would need some updates. Specifically on the materials end of things.
I tried this addon and I found that it has less options than the regular exporter from 2.90.
Would it be possible to add thoses options from the native FBX exporter :
- transforms (scale, forward / up, etc)
- primary bone axis / secondary bone axis
My issue is that I had to convert some skeletons from 3dsMax to Blender to an already existing pipeline and humanoids in Unity. It's working great at removing the "armature" node that we can't use, but poorly at fixing bones axis.
Thank you for your reply
picked it up due to triangulate on export subtracted 2 stars for steep price and It doesn't collapse modifier on export which is supported in blender's native fbx exporter, I hope the dev implements it in the future.
Mesh Online
almost 6 years ago
Do you mean apply modifiers? Please apply modifiers manually if you need to export the final effect model, for it does not support applying modifiers automatically.
Hefty price, but works as intended. Tends to crash the software often when you try to Undo while still having an imported object selected when working in an existing scene, which is rather annoying.
Mesh Online
about 6 years ago
Hi Thanh, I also find that 'Undo' may crash Blender recently, but I guess that it might be Blender's bug.
I am having some problems, I tried to export an animation from blender to 3ds max but i am having some strange flickering issues when animation is playing in 3ds max, if you can help me fix that I give you a five star
Mesh Online
about 7 years ago
The jiggle bone need to be moved into the bones hierarchy.
This is definitely better than the built-in FBX importer/exporter, but it still shares a couple of its major flaws.
Biggest issue is, if you use the importer to import, for example, a skeletal mesh exported from UE4, the bone orientations look right (unlike the built-in importer), but when you export the same file using the exporter from this package, and then import that into UE4 onto the same skeleton, the animations are all messed up when applied to the imported model. Clearly something is still happening with the bone orientation that's not being accounted for.
Also, animations imported from UE4 and applied to the UE4 skeletal mesh have some problems with the arms being detached from the body (looks like it's related to the arm twist bones, but doesn't happen if you import into, say, Maya).
This is definitely a good tool, but until you can round trip models and have the animations work in UE4, Unreal work is still challenging.
Mesh Online
about 7 years ago
The issue is cause by automatic bones orientation, when imported, the imported armature is not same as the armature in UE4, to make the exported armature work in UE4, you need to use the exported armature instead of the original armature in UE4.
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| Blender Extension Compatible | Yes |
| Sales | 12900+ |
| Rating |
127 ratings
|
| Dev Fund Contributor | |
| Published | about 7 years ago |
| Blender Version | 3.6 - 5.2 |
| Extension Type | Add-on |
| Render Engine Used | Cycles, Eevee |
| License | GPL |