Hi there,
I’m thinking about evaluating Blender a bit more for editing animation data.
[more info]
Target use would be importing, editing and exporting skeleton data, and possibly bring “rigged” meshes into Blender from other software or Unity, skinned to similar skeletons then export them as base character rig into Unity. I’m not interested about exporting/importing plain geometry at all when talking in scope of this post.
So far my experiences with Blender are not that good but that’s another discussion. I wrote a couple of simple python scripts to help make editing of object feel bit more standard. However, now that I’d like to find out a bit more about subjects of this post heading, I don’t seem to be able to find much information about typical workflow related topics.
I’m using latest version of Blender 2.76.
I’d like to hear opinion from someone who has actually done this.
Please no evangelism and marketing Blender.
1. Importing FBX data to Blender
I could use BVH and other formats in theory but in reality I’d need to be able to use FBX to import humanoid skeleton structure + animation clip data into Blender.
So far based on quick testing, Blender’s internal FBX importer plugin seems to do lousy job importing file. It creates extra garbage nodes (nubs) and it can’t align all the bones properly.
I tried various settings, result is either better looking skeleton with broken animation (auto align bone orientation + Force Connect Children) or the other way around.
2. Exporting FBX skeletons back and forth
Is it possible to export standard FBX data that was imported first into Blender back to where ever it came from, like back to Unity, and retain the structure, names, and axis alignment, so that animation data still works without some tedious in-between manual step.
I haven’t tried this yet as I didn’t even get the importing part working. I most likely might be creating skeletons in Blender too, but that’s another discussion.
3. Retargeting / animation transfer
Is it possible to do anykind of retargeting in Blender? I’m not talking about manually copying some animation curves from node to node, but proper retargeting based something like locations of joints are matched to other rigs joint locations and bones are aligned to fit to pose.
I suspect this isn’t doable as I didn’t find anything about this. It would also require some sort of support for transforming source skeleton to match target skeleton also.
There seems to be very little information about this in general and for example, Blender Artists forum seems to focus more on rendering and modeling only, and discussions there seem to be lacking info about animation and rigging for production, it seems.
So in essence I’d be interested to know if someone has managed to create this kind of round
trip workflow for Unity-Blender-Unity.
[edit] Above sounds bit incorrect, what I meant was that I’d be able to work with FBX data, take some FBX data that already is in use in Unity or created/modified in some software, then bring it to Blender, edit, go back to other software if needed, then back to Blender and then export to Unity.
I’m not asking about hand holding and step by step tutorials, but more like pointers how I could do something like that, or clear no answer, that it’s not doable without tons of custom coding or something similar.
Also any links to actually helpful articles and tutorials would be greatly appreciated.
Thanks in advance!