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VP
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2025-08-10 14:21:46

Ah, I think mine work simply because the animations were baked before I saved/exported. I'm fairly certain yours will work when baked and exported. Good luck! Let me know if it works.

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guest_Des
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2025-08-10 18:59:40

Alright, I tried baking but it didn't work. I have the feeling that I'm not using the accompanying blender version, my blender is 3.1 but the addon is for blender 4.2, so I'll try blender 4.2 and see if it works

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2025-08-11 20:14:16

Just for info, I used blender 3.2

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VP
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2025-08-11 20:16:02

Oh, that's right, you have a different better fbx plugin to me. Yes, try blender 4.2 instead.

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guest_Des
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2025-08-11 22:42:40

After i installed blender 4.2, the addon now exports my file but the file still does not play the animation in coppercube

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2025-08-12 13:03:25

I'm not really sure how to use blender properly, I just stab in the dark with it until I get something working - each session is usually a nightmare for some reason or other, and then I uninstall it for a few months until next time I need it for something - then I have to re-learn the latest version all over again and find new plugins for it, lol.
.
From memory though, these seem to be the key steps I used in v3.2 to get it working...

1_ import your model.
2_ apply "cell fracture" to the selected model.
3_ delete the original static-model from the scene (leaving the new cell-fractured model-parts in the scene).
4_ apply "object>rigid-body>active" to the new cell-fractured model parts.
5_ add a plane underneath the active-cell-fractured model-parts (as a collision floor).
6_ apply "object>rigid-body>passive" to the static collision-floor.
7_ hide the floor-collision-plane (click the eye icon next to it's name to toggle visibility).
8_ test the fracture simulation (press space)
9_rewind/reset the simulation to the beginning (click the rewind/back animation button)
10_ select all the cell-fractured objects and the floor in the scene-graph (do not select the lights and cameras etc).
11_ select "bake keyframes to animation".
12_ export (using better fbx exporter) using following options: fbx2014>binary>include animations(not vertex).
13_import to coppercube and turn off 'animation blending' (in case it's blending the animation out), select the animation group/name in the drop-down menu and set frames-per-second/tick-count (in case its too fast to see).

If that doesn't work, I would contact the blender guy (tutorial in previous link) or see if a blender guru can fix it on either reddit>blender or youtube comments.

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guest_Des
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2025-08-16 12:04:09

Weirdly enough, it still doesn't work, i'm even astonished

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vp
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2025-08-16 21:18:59

Aw man, that's really disappointing, I really hoped it would work for you. If there's anything I can do, let me know exactly what you want and I'll send the blend file/fbx for you in a link - no problem at all :)

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guest_Des
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2025-08-16 21:20:52

Or wait, let me send over the addon for you to try and let's see if it worksemoji icon_blink

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guest_Des
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2025-08-16 21:31:18

https://drive.google.com/file/d/...

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VP
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2025-08-18 08:49:52

Tried your plugin with blender 3.2 and made a simple cube-shatter animation, baked the rigid-body keyframes and exported as binary.fbx and imported to copperccube - no animation in coppercube. Must be something to do with your plugin as I've only ever used the same blender 3.2 for all these working animations with the plugin I had. Problem is - I don't have the plugin any more. I'll try and find a working one and share it with you, now we know the problem..

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guest_Des
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2025-08-18 09:58:01

Alright, I hope it is found

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vp
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2025-08-18 10:10:59

I've tried several other plugin versions and no joy :(

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guest_Des
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2025-08-18 13:20:16

Wow, I wonder why this is even happening?

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VP
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2025-08-18 19:34:34

I just think fbx is not very stable, it's still an experimental format in blender. It doesn't help that there are so many versions of blender, each with its own set of unique features and bugs - and various plugin versions and patches makes it almost impossible to find that magic formula where something actually works after export.


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