See the edits on my original post, I got it working by following the proper parent/child hierarchy.
Its good to know that I can also export them as FBX though, never tried unchecking the options myself.
See the edits on my original post, I got it working by following the proper parent/child hierarchy.
yes i've tried tweaking those also but got no success....There's also timing in the driver3d.ini, I'm not sure exactly how it works offhand but it sets how quickly the hand goes from wheel to shifter and then time to do the shift and return (also rpm at which to pre-empt the first part of the movement).
There's also timing in the driver3d.ini, I'm not sure exactly how it works offhand but it sets how quickly the hand goes from wheel to shifter and then time to do the shift and return (also rpm at which to pre-empt the first part of the movement).
Yeah, 2.80 changed that, so that setting's not as necessary.I've also found out that now Blender can export the FBX with objects/meshes named like DRIVERRIVER, don't know if this can be useful.
so using your rigged driver what needs to be changed from "_" to ":" ? is there a reference to check?Yeah, 2.80 changed that, so that setting's not as necessary.
This seems to have fixed it, but I still have some problems with the driver being in the wrong position. I probably did something wrong, I'll figure it out on my own.Actually looking at it, you're in Object Mode, "selected bones" probably only works in Pose Mode.
My script doesn't account for the rotation that the fbx exporter does at the root level. The part that's set as "forward: -z forward. up: y up". Cause I would have to copy that entire section of the fbx exporter's settings, and then users would need to manually match them anyway.Hi @Stereo thank you for the great plugin, it worked great for the driver.
For some reason though, the animation for suspensions will result rotated 90 degrees forward over the X global axis. I don't really understand why it happens, I'm trying to rotate stuff but without any effect (and I wonder how is that even possible to be honest). With the FBX method it exports correctly, but I cannot animate more than one mesh with the same ksanim file.