Blender 2.8 - Export to FBX not available? - blender

I have started using the ALPHA 2 Build of BLENDER 2.8
I created a model and rig with some animation 'actions' that I would like to export to FBX for use in UNITY 3D.
How can i export to FBX in Blender 2.8 alpha 2?
I enabled the ADD ON but there is no such Export As option?

Blender 2.80 is currently under development, it is undergoing large changes. Some of these changes include the python API, which will lead to the python addons needing adjustments to work with the new version. The python API changes have not been finalised yet, the API will be finalised one month before the stable release, right now that would appear to be in the next two or three months.
The current builds of 2.80 save blend files that previous versions do not completely read. While 2.79 initially appears to fail opening a 2.80 blend file, the data can be found it just isn't linked to the current scene. Some manual fiddling or python usage can make the data available in 2.79.
At this stage 2.80 has two import/export options, collada and alembic, both of these are C/C++ code based which is why they have not broken with the python changes. I'm not sure if unity can import a collada file, if it can't then you can import the collada file into blender 2.79 to export it as fbx.

Related

Bake Alembic and export as glTF or FBX with animation

I have an Alembic animation of a flower growing. I am attempting to export it as glTF or FBX with the animation intact, but without success. My end goal is to be able to use the animated file in the browser, or in Spark AR.
I have tried using Nitrobake, but the resulting object does not animate. Have not been successful in finding other directions to try, and when consulting more experienced friends, they also seem at a loss.
I have also looked at https://vimeo.com/78684377, a video regarding baking Alembic to point caches, but I do not believe it is what I need - Or, I simply did not understand it properly.
I am using C4D R21 but happy to try Blender too, or other software that could do the trick.

Importing new Animations to a Existing Character from Blender to Unreal Engine

So I'm building a game and I've run into this problem.
I built a character from scratch in Blender with 5 animations.
I successfully exported the .fbx file and implemented it in Unreal engine.
There are no errors and the game works fine, all 5 animations working.
I now need to add more animations to the character. It's here I'm a bit confused.
I built 5 additional animations in Blender saved the .fbx file but when I try to import it to unreal I get a message saying successful reimport, but the new animations don't show up in the unreal engine file browser.
I am trying to avoid having to rebuild the animation blueprint from scratch. Is there any way I can add animation to unreal and use them with the same character.
I've looked up animation retargeting but is doesn't seem to be working in my case. I have not tried everything but i'm looking for solutions online and keep running into dead ends. Can anyone please help or point me to the correct direction i will be greatful.
The entire project was built in blueprints. There is no Custom C++ Code.
When you import the animation fbx files there should be a dialog box asking you which skeleton you want to apply the animation to, in most cases this should be enough for targeting the animation to the specified skeleton. You just want to make sure all of your skeletal meshes are targeting the same skeleton.
To answer my own question, you simply ensure the Root bone in Blender is named something other than "Armature" and export it as .fbx file. Import it in Unreal using your existing Skeletal Mesh.

Lighting (to add lights) in gltf 2.0

I´m using Blender 2.79 and I´ve been exporting using the addon provided by khronos. How possible is it to light the scene with the model, and export it?
My model has textures appearing too dark. Facebook posts appear darker.
On sandbox babylon the environment helps to light the model a little but there´s no real light source setup. How do I export my model with lights?
Also: I´m using very high value spotlights, and point lights..none of which appear at (.gbl) file export.
Please help.

How to import 3d character with animation in mac application.

I created a 3d model with some animations in maya. I want to use it my mac application. One way I know is to export as dae file and use this. But most of time my dae file is not being exported and i get warnings as "null not supported by collada". is there any other way to use these models in app or how can I fix this error while exporting .dae file.
first of all it seems like something is wrong with your model if you can't export it.
Also please add some information about the app which should then import the model. Probably you think about the SceneKit which already supports the Collada file format. But there exist other libraries to which can be used for other formats. Take a look here: Recommended file formats and graphics libraries for importing 3D model into OpenGL/C++ project? and here: http://assimp.sourceforge.net/

Correct way to export Ogre from Blender into jmonkeyengine?

I'm learning Jmonkeyengine and I'm still at about the same stage as in this question where I ask about loading models
Enabling materials and textures for OGre 3D model in jmonkeyengine?
Now I looked more at Blender and now at least I can get the basic usecase to work, export to Ogre 3D from Blender and then loading it in jmonkeyengine. But for more advanced models with textures, it won̈́t work.
I'm trying to load an Ogre 3D into jmonkeyengine but I think the conversion to Ogre format is not working. I can open the model in Blender but when I try to export it all I can get is a .scene file and no .mesh.xml
Could you tell me what I'm doing wrong?
For instance opening this model in Blender and exporting it to Ogre doesn't work for me.
For what it's worth: after hours of trying to figure out why JME wouldn't locate the materials, esp. when using submeshes, turned out you need to rename your material file to .material. If you use more than 1 material, append all material files to that one file.