The default exporter doesn't handle the plural root frames. So if a model has IK bones which don't have a parent, the exporter chooses the last object of the armature as the root frame. By that, important bones having actual vertexes are not exported in some cases. These cases raise Exception Error in the ModelAnimator constructor, because the model doesn't have bones which are specified by skinmesh tags.
I patched two points to use exported model in XNA quickly.
- This script names AnimationSet "AnimationSet0".
- Remove IK bones from root objects
When the model has the plural objects in the armature object, the original of this script chooses the last object as the root. Under this spec, you may be unable to export your model having IK bones which don't have a parent. This customized script removes objects which contain "IK_" in their name from root object candidates.
I pay a respect to Arben OMARI's great works. Thank you very much!
How to install
- Calls this script directly on Blender.
- Or, put this script to your Blender's script directory.
How to use
You may use this script as well as the original script.
- Active "Anim".
- Active "Swap zy" to get Y-axis up.
- Inactive "Flip z" to
- Active "Speed"
- Let's Export!