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Blend root?
What's a "blend root" and how do I get rid of it? I exported from Blender to a .fbx file. When I upload my skeleton to Mixamo it says it is rigged differently, as it is all based off of a bone called "blend root". I had a root bone... but then I deleted it because Mixamo kept giving me errors. Even with other rigs with no root, it shows one on the page, even though I am positive there is none. This is why it tells me I can't use my character. This kind of makes Mixamo useless unless I can fix it.
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EMPLOYEE
I’m
confident
"Blend_Root" is a Null node that Blender is automatically attaching to a character on export when the selected format is FBX.
The node does not affect how Mixamo retargeting works, you can simply ignore that node in the mapping process and map Mixamo "Hips" to your character "root" node (or to whatever node you want to have the global translation written on).
Your character has IK controls too so some of these IK joints may have been a little confusing in the mapping process. The mapping should always be done to the skeleton hierarchy and IK nodes should be ignored.
I completed the mapping for your character, please do not hesitate to email support@ if you have any further problem.
Thanks!
Stefano-
deverolirc April 17, 2011 22:19I have it to stefano could you map my character plleease :)EditDeleteRemove
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im trying to get the root at 0.0.0. and not at the hips.
is this possible?
So when i go into rest post the orientation is not at the hips. but on the "floor" -
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