Ambiera ForumDiscussions, Help and Support. |
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I'm getting quite tired of this. A lot of times I have to re-animate certain animations on my models for my game, because, apparently, there is some issue with importing them in Coppercube. This time, I have problem with enemy model that I made. His weapon just... Freaks out for whatever reason: It happens on some other animations as well (idle and death animations). Not only that, similar thing was happening to most of player's weapon models (shotgun, for example, gave me a plenty of trouble). All models are exported as .fbx, due to Coppercube documentation saying so. Pistol was merged with character, so, this is one model. Pistol does not use it's own "bone", it is attached to a hand. There is only one material. Legs and arms are animated with the help of inverse kinematics. So, what is happening here? One thing in common: it always happens with the hand that holds weapon. Like, on all of my models that had this issue, I don't remember other bones to be this broken. |
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try slowing down the frame rate it should help or move the camera back a bit |
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Slowing down frame rate of animation does not help, I've tried this before, and, in fact, used this to find animation frames on which this twitching happened, so, no. And, moving camera back? Like, this is definitely not how you fix importing or animation related issues, and using this to "hide" this problem will not work as well, because it is for a FPS game, so you will eventually come close to it and see this mess. |
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What I would try if you haven't already you could export the character model and the gun separately, and attach the gun in Coppercube It's a little janky but it might work. Sometimes Coppercube is just weird but it's free and I like it. |
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Welp, even with no pistol in hand, the model acts in the same way. Removing weights or separating it from character model did pretty much nothing, arms are still twitching. Except, now they do it with no pistol, yeah. |
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Oh, I thought it was just the pistol flashing, and you've tried multiple formats? |
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I mean, documentation says to use .fbx format, so, I am exporting in .fbx format. Is any other format working? |
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i had the same problem and what i meant was if you have the camera back and less frames (or a little more) at the same time it may work better also could be something in its riging |
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Maybe if we could take a look at your .blend file, we might be able to help you out ... |
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Eh, whatever, maybe this could make it easier to understand the problem after all. Here:https://disk.yandex.ru/d/I-AHY8G... Export setting I used: limit to visible objects, forward - X, up - Y. Everything else should be default. |
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You have modifiers in your scene that aren't applied. Here's your model working in CC. Note this forum is for help with CC and not Blender. https://files.catbox.moe/sc9mzm.... |
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That's... Not what caused this problem. If you're talking about modifiers that were applied to "Prot" model (the only difference in files that I found was modifiers on this model - you applied them), it is not used in the final result. "Prot.001" is used, it is the only visible model, and it has only "Armature" modifier, and it's fine for obvious reasons. Worst thing? The file that you've sent is not actually fixed. Right arm (the one that holds the gun) is still twitching, in most animations, just like it was before (I opened your .ccb file, it is presented there. Might be less noticable due to animation blending being enabled). So, definitely not the case. |
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Well... I think I kind of found a solution. Honestly don't know if this is an issue on the Blender or Coppercube part. I deleted this twitching bone, recreated it in the exact same way (you know, bone roll, modifier, name, everything previous bone had), and... That's it, somehow? Now the model does not appear to be broken in Coppercube. Like, what REALLY causes this problem then? |
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At least you know now |
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Well the hand bone was greenish so you had some constraint on it. Maybe CC doesn't like them. |
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