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I had some success with animating an animal, but it still had slight distortion, but I likely didn't have it lined up properly as I'm a rookie with animation.It's possible a rigged animation scratch built in Blender exports fine.
That's the case for other things with bones like flags and windsocks.
I seriously doubt I'll ever have the patience or knowledge to animate humans myself though.

I had some success with animating an animal, but it still had slight distortion, but I likely didn't have it lined up properly as I'm a rookie with animation.
I will probably just buy 3DS Max and learn that eventually.




Eheh I know that guyHi all
I try to make animated people. For this I follow the video above from Pinotti.
But I have a problem which I can't solve :
After import an animation from Mixamo, and reset rotation to 0, we have to retarget bones. The first is the armature root. When I retarget this one, my target character move away and some bones don't retarget in the good orientation.
Someone can tell me where this problem come from ?
I join a screen and my blender file just before retarget
I thank you for your help
Luc

Latest exporter (1.3.2) requires all the "animation" checkboxes selected in the Exporter optionsThe come back of the guy you know !!! I need again a little help if possible. Please
I finally managed to make an animation in Blender 3.1 by following this tutorial from Pinotti. I exported it with the plugin glTF-Blender-IO-MSFS-main 1.3.2. I compiled it with fspackagetool. Without any problem or error.
The only difference is that I built the animation myself rather than downoading it from Mixamo.
But under MSFS, my character remains in T-pose, withour animation.
Do you have any idea of the problem? I followed the tutorial step by step, checked everything 10 times and I can't find any visible cause ....

I mean in the glTF multiexporter optionsHello mamu.
I don't understand : I've only one animation in the exporter options



<?xml version="1.0" encoding="utf-8" ?>
<ModelInfo version="1.1" guid="{593e2e7e-043e-4865-bccf-55e64ca0b82f}">
<LODS>
<LOD minSize="80" ModelFile="My_Pilote_Male_Vintage.gltf">
</LOD>
</LODS>
<Animation guid="48b5526a-b01a-4008-ae24-6e13c552ec91" length="100" name="ACTION1" type="Standard"/>
<Animation guid="d993ca8b-5d1d-4a7a-9db4-66696f277371" length="100" name="ACTION2" type="Standard"/>
<AnimGraph>
<DefaultState name="ACTION1"/>
<BlendTreeState name="ACTION1">
<Animations>
<Animation guid="48b5526a-b01a-4008-ae24-6e13c552ec91" loop ="True" speed="1"/>
</Animations>
</BlendTreeState>
<BlendTreeState name="ACTION2">
<Animations>
<Animation guid="d993ca8b-5d1d-4a7a-9db4-66696f277371" loop ="True" speed="1"/>
</Animations>
</BlendTreeState>
<!-- Transitions -->
<Transition name="ACTION1 to ACTION2" start="ACTION1" end ="ACTION2" duration="0.5">
<Condition>
(A:STALL WARNING, BOOL)
</Condition>
</Transition>
</AnimGraph>
</ModelInfo>

As far as I know from my own experience, this is not necessary. There is no baked animation in any of my models.I repeat my question: by creating in blender your own animations for your character (without using mixamo animations and so without an armature constrainst), should you make a "bake animation" before exporting?




With the greatest pleasureShout out to Christian and thank you again for patiently coaching me.