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Exporting all the data to glTF (mesh + all morphs + rigging)

Open cesss opened this issue 4 years ago • 3 comments

IIRC, Bastioni LAB uses advanced rigging techniques (I recall he used something like muscles, which doesn't exist in standard Blender armatures), so I assume that by exporting a rigged model to glTF, the skinning results won't be the same.

However, accepting skinning diferences, would it be possible to export everything (mesh + all morphs + skeleton rigging) into a huge glTF file? How could I do that? The reason is that I'd like to use the models and the morphs in other tools (of course following the MBLab license).

cesss avatar Feb 10 '21 22:02 cesss

(when I say "all morphs", I mean all of them, but unapplied, so that they can be read into other tools and apply the morphs there)

cesss avatar Feb 10 '21 22:02 cesss

I might be wrong here but I think the muscle rig is actually built using bendy bones driven off the standard armature to simulate the muscles. I think it's all done with blender armatures.

econundrum avatar Feb 12 '21 23:02 econundrum

Have you tried using Blender's native gltf exporter?

On Wed, Feb 10, 2021, 5:45 PM cesss [email protected] wrote:

IIRC, Bastioni LAB uses advanced rigging techniques (I recall he used something like muscles, which doesn't exist in standard Blender armatures), so I assume that by exporting a rigged model to glTF, the skinning results won't be the same.

However, accepting skinning diferences, would it be possible to export everything (mesh + all morphs + skeleton rigging) into a huge glTF file? How could I do that? The reason is that I'd like to use the models and the morphs in other tools (of course following the MBLab license).

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Noizirom avatar Feb 13 '21 04:02 Noizirom