Comments (3)
If the .fbx has the same bone names as the MMD armature, you can open a graph editor viewport and copy/paste keyframes from one rig to the other rig. Go to frame 1; select all bones in pose on .fbx, select all keyframes in graph editor, ctrl c copy in graph editor; enter pose on MMD model, and select all bones, keyframe loc/rot to create an empty registration for each, ctrl v paste in graph editor.
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is there another way to do this? the bone names on the mmd armature and the .fbx aren't the same.
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No computer is going to ever know which bone on the source animation corresponds to which animation on the destination armature. If the bones don't have the same names, rename the bones.
from blender_mmd_tools.
Related Issues (20)
- only for 64bit? HOT 1
- Suspected key frame loss / error of playing legs and feet after VMD action import HOT 2
- cant install to blender 3.0 HOT 4
- Cant export to .pmx HOT 1
- There is a bug that I don't know how to fix. Exporting FBX models from Blender to UE5 causes these things, I don't know how to get rid of them HOT 1
- Blender exports FBX to UE5 and this shows up, I can't delete it HOT 1
- Problem exporting VMD file.
- cant install on v3.2 HOT 1
- morphs not getting imported from .vmd HOT 2
- Quaternion value imported from VMD file is incorrect at some point HOT 1
- Model slightly transparent in solid mode, even without overlays or xray HOT 1
- texture error with model's eyelids (3.4) HOT 1
- Cannot Export VMD, getting errors
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- Wont Let me import a .PMX file
- KeyError: 'bpy_prop_collection[key]: key "Shader" not found' when import my pmx file HOT 5
- if you import the pmx file into blender 4.0 the mesh doesn't have the shape HOT 2
- Blender 4.0 needs your help๏ผ HOT 1
- I can't enable it in blender3.0 HOT 1
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