Blender glft mirrors armature after exporting model - blender

I have gltf model with rig and animation sequences (with .bin), exported from video game League of Legends. After mport into Blender, everything looks fine (almost, but that's not important for rig), but after exporting into other format (I export as .smd to use in Source Filmmaker, but also tried othe formats) and importing into Blender exported model armature mirrors along global Y. Here's how animation has to look
And here is what comes after export-import:
import mesh with armature, but without animation
and what comes with adding animation
(for this after previous screenshot I flipped mesh in edit mode along Y global).
I tried to mirror before/after export-import both armature and mesh. Nothing helped before. On last screenshot everything is flipped along global X. One day I fixed it, but her weapon (circle thing) is always behind her after export-import when it must be ahead of her.

Related

GLTF and USDZ repeat and scale texture problem (tiling texture)

We're trying to do tiling textures for AR Quick Look (iOS in USDZ (pixar) format), but issuing a problem.
What we have:
Project in the blender, where we use scaling texture via mapping (screen below) and everything looks fine like it is tiled properly.
When I do export in GLTF 2.0 you can see, that texture is not scaled (scale should be 100, 100) and that is why it looks bad. Doing not tiled textures for (for example) roads, is bad idea, so, that is why i'm using it.
The same goes to usdz.But i think that it is because of GLTF format
Not sure if while exporting from blender to gltf i should do something correctly
This question might be better suited for Blender SE, not here.
The glTF exporter is looking for a shader node called "UV Map" instead of that "Texture Coordinate" node you have there. I realize the names are almost synonymous, but the "UV Map" node has a chooser for which UV Map, and that's what the exporter wants to find. (For more detail, there is documentation.)
Also I don't know if glTF export supports that little splitter node you have in your graph there. Try drawing individual lines from the "mapping" box to each of the image textures.

Blender .fbx -> Spark AR Studio scaling issue for skeleton animations

I'm trying to create a character with skeleton animation in Blender to bring into Spark AR Studio. In Spark I want to use the baked animation. The .fbx brings the model and skeleton into Spark's scene just fine, until a new animation controller is selected via the object's inspector window and the animation is selected for use.
At that point, the Empty object named "Armature" is scaled to 100 instead of 1 and cannot be changed.
As a workaround, the Skeleton child object named "skeleton" can be scaled to 0.01. In Blender, I tried changing the scene's units and made sure the object's scales were all applied. Nothing is scaled to 100, everything is scaled to 1.
Since the object from the .fbx imports into Spark with correct scaling, I expect the animation to maintain that, but once the animation is selected the scale jumps from 1 to 100.
Put you animated object inside some nullObject and then scale down not animated but nullObject. Hope it is clear.

Blender: How to correctly export gltf/glb with armature applied

I am having a persistent issue when exporting glb and gltf models from blender (2.79) that have armature applied.
I am using this exporter.
Exporting the model with an armature NOT applied gives me the expected result (ie it appears as it does in Blender) but as soon as I apply an armature (before I have even added any animation) the model exports with all the shapes rotated.
There is at least some consistency to the problem in that it appears as though all the shapes are rotated through 90 degrees on the X axis (although some are positive and some are negative).
To compare I have exported a glb with no armature, a glb with armature, and an obj with armature just to check that there is no issue with my original file. (I have done the same with gltf just in case. You can see a screenshot of that comparison below brought into a-frame.
Here is a side view for ease of comparison. You can see how the individual shapes are flipped 90 on the x axis.
Here as well is a link to that aframe scene
And here is a link to a zip of the blender file
I have looked at many similar issues that suggest applying all rotation/scale etc. tidying up the model etc. I have done all that and tidied up my model as much as I know how. It seems as though the model and armature is ok as the obj export works fine.
I have seen similar questions such as this one but they are mostly to do with distortion of models once animated. I have worked backwards to understand the root of the problem and it does seem that simply applying the armature is what explodes the model in this way.
Am I doing something wrong? Is there an export setting I am missing?
Any help greatly appreciated as ever. And if any more info is needed, please let me know.

blender's triangle is CW order or CCW order by default?

I have a model exported from blender.
I checked and I found that each triangle is in the clock wise order. Is this the default order for blender?
You can see the generation of triangles with "Ctrl+T" or Mesh>Faces>Triangulate Faces
There you get a triangulated mesh which will be the same as the exported order.
Basically the is no clock or counter clock wise. It all depends on your model's shape and how you rotate or even mirror it. But with the quads to tris you already see how your model will look after exporting without importing into another application (unless the application you import to changes the mesh).

blender export / one sided polygons

I'm really new to 3d modeling, blender, etc.
I created a model with blender (a room). Now I exported it (as .obj) so that I can import it to CopperCube (a tool to create 3d scences).
The problem is, that the walls are only visible from outside. Take a look into the pictures:
Blender:
http://imageshack.us/photo/my-images/341/blenderg.png/
CopperCube:
http://imageshack.us/photo/my-images/829/coppercube.png/
I asked the forum of CopperCube and they said that there are only one-side polygons (or flipped). Is there a way to change this? Sorry, but I am a total beginner with this...
Here's the answer of the CopperCube forum:
I don't know blender, but are there any options you can change for exporting? It looks like your model just has one sided polygons, or the normals are flipped for some of them.
Make sure you have the normals checkbox checked in OBJ export options (at the left side, it's off by default):
You will need to model your room to have slim cubes instead of planes whenever they should be visible from both sides.
You can display the normals in Blender in edit mode. In Properties (N) scroll down to Mesh Display and check the type of normals you want to see and their length.
To recalculate the normals or flip their direction go to the Tool Shelf (T) in the Normals section.