搅拌机导出three.js所动画 - 骨骼奇怪旋转 [英] Blender exports a three.js animation - bones rotate strangely
问题描述
目前我正在导出动画搅拌机模型中使用three.js所的出口商three.js所(github.com/mrdoob/three.js/tree/dev/utils/exporters/blender/2.66/scripts/插件)。
I'm currently trying to export an animated blender model to three.js using the exporter of three.js (github.com/mrdoob/three.js/tree/dev/utils/exporters/blender/2.66/scripts/addons).
我已经创建了包括骨骼和权重和一个小动画的模式。
I've created a model including bones and weights and a tiny animation.
这个问题我有:这个模型被打破。不知怎的,骨头没有在他们的出身,但周围的根骨骼的原点旋转。手动移动骨头不有所作为。
The problem I have: The model gets broken. Somehow the bones don't rotate around their origin but around the origin of the root bone. Moving the bones manually does not make a difference.
我跟着这些教程:
devmatrix.word$p$pss.com/2013/02/27/creating-skeletal-animation-in-blender-and-exporting-it-to-three-js/
I followed these tutorials: devmatrix.wordpress.com/2013/02/27/creating-skeletal-animation-in-blender-and-exporting-it-to-three-js/
dev.mothteeth.com/2012/10/threejs-blender-exporting-skeletal-animations /
dev.mothteeth.com/2012/10/threejs-blender-exporting-skeletal-animations/
我有:
删除电枢
I have: Deleted the Armature
经过顶点组
低回所有骨骼在第一和最后一帧。
Keyed all bones in the first and last frame.
我去过pretty多,每个线程我能找到在github和堆栈溢出。这似乎是对这些错误的主要问题。但我想我还是错过任何一点。 (
I've been to pretty much every thread I could find on github and stack overflow. These seem to be the main issues for these errors. But I guess I still miss any point. :(
我已经上传了包括搅拌器文件,并远销动画中的所有文件。
http://www.file-upload.net/download-8068001 /forum-files.rar.html
有什么建议么?
感谢很多提前。
I have uploaded all files including the blender files and exported animation. http://www.file-upload.net/download-8068001/forum-files.rar.html Any suggestions? Thanks a lot in advance.
推荐答案
的问题是,位置/旋转/缩放没有导出模型前复位。
The problem was that the location/rotation/scale were not reset before exporting the model.
您导出模型之前,选择网和preSS CTRL + A,然后选择位置。重复旋转和缩放,然后选择电枢,做同样的。现在,它的工作原理。
Before You export Your model, select the mesh and press CTRL+A and select location. Repeat for rotation and scale, then select the armature and do the same. Now it works.
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