How do I get Blender to export my rigged & animated FBX model correctly? - export

I have a model in FBX format. It has rigging, textures, and a 226-frame animation. The rigging and animation work correctly, but the textures don't. I brought it into Blender and fixed the textures, but when I try to export it, it takes upwards of 5 minutes to export, and in other software, the animation is over 5,000 frames long, and none of the body parts move correctly; the entire mesh just swivels and rotates all over the workspace.
How do I get Blender to export exactly what I imported, with the changes to the material zones only?

I figured it out. In the FBX export dialog, under "Bake Animation," I unchecked "Key All Bones", "NLA Strips", and "All Actions". It worked fine after that.

Related

Problem in feature filling when exporting maps to image in Qgis Print Composer

I am currently trying to export a map in Qgis to an image format (JPEG or PNG) using the Print Composer. I have three layers on the map and two of them are filled with a texture (lines for South America and dots for Africa and Asia). When looking inside the Qgis fillings seem just fine. However, when I export the map to image format and open it both lines and dots somewhat mingle and the fillings become blurred. Only when I zoom in enough the lines and dots become distinct again. I did some internet research, but I could not find anything useful. Is there a way to export the map to image format and yet keep the fillings similar to what is displayed inside the Qgis?
Thank you.

React Three.js .GLTF Baked-In Texture Not Appearing On Model

I have a simple scene including a sphere model with a moon diffuse and bump texture baked into a ".GLTF File." I imported the model with GLTFJSX, but only the model appears. I turned the lighting up, but that didn't seem to solve the issue. I put this same exact model in another scene and the textures loaded fine.
Problem Sandbox: https://codesandbox.io/s/patient-framework-3holn?file=/src/App.js
The material in your glTF model is 100% metallic – look for the "metallicFactor": 1.0 line in the glTF file. Metallic materials require environmental lighting (IBL) to show reflections, and without this they'll be dark. Moreover, you probably don't want a model of the moon to appear metallic. :)
Either you can fix this by reducing the metallic factor in the model itself, or you can override it when loading the model, with:
materials.Moon.metalness = 0.0;

GIMP: Animated GIF not White

I exported a bunch of png files from R. The pictures are of a dataset that is 'spinning' against a white background. I then use GIMP to stitch them together and export an animated gif. Unfortunately, the gif has a yellowish color instead of a white background like the original files. This yellowish color was not there when I used to do this in imageMagick and isn't even there when I preview the files in GIMP. It only appears after I do the export as a gif. Does anybody know what is going on and how I can correct this?
GIF files are limited to 255 colors. If you don't downsacle colros prior to exporting them, GIMP will do that automatically at the export step itself. It is at this point that your yellowish background is being created.
The workaround is quite simple: convert your image to the indexed color model before exporting the GIF file (image->mode->indexed) ( perceive you could even force a custom crafted palette at this step). If after this conversion the backgroound is already yellowish, you can manually redefine it on the Color Map dialog (search for it on the Windows->Dockable menu) - pick the background color, and change it for white.
When exporting the Indexed image to an animated GIF there is no color conversion step, and the colors of the GIF are saved as they are seen on the screen
The issue here is GIMP is trying to do its best to convert your image down to 255 colors, and that is where it is failing. What I recommend for people on OSX is to get this program called ImageAlpha (it is free) https://pngmini.com/. It does a very good job and compressing png images without much loss. If anybody has a recommendation for a Windows app that would do this, please post it here for reference.

blender export fbx material color wrong

When I export my blender scene as .fbx file and try to open it in Autodesk's Fbx Review afterwards, all material colors seems lost or changed:
Is there a way to maintain the colors?
It is very common for FBX Reviewer, and I think that's because FBX Reviewer uses another strange shader which makes everything brighter. That's just FBX Reviewer's problem and the program has just a few options to change. When you import your FBX file to another program such as Unity or MAX, the color's gonna be okay.

Export Flash as Transparent MOV

Is it possible to export a flash movie with a transparent background as a .MOV.
I don't mean for embedding in a website, I mean the actual .MOV (or .avi).
What I'm trying to accomplish is that I have a flash animation that I want to embed in a WPF application. I don't want to use a Browser within the WPF because of all of the issues that surround the browser control (has to be topmost control, etc).
So my solution was to export said animation as a movie and play it in the MediaElement control. The only problem is that I need the background to be transparent, and I can't find a way to do this.
Any suggestions or alternative solutions would be most welcome.
The comment above:
in the Flash IDE:
File > Export > Export Movie > ...choose Quicktime format > tick 'Ignore stage color(generate alpha channel)'
and you're done.
This works for actionscript generated graphics too. Not much code there.
I found an interesting thing that worked! In the dialogue box you need to change the type of export to 'animation' if you have made an animation. Simply ticking 'ignore stage colour' did not work until I had changed the type of .mov to a animation.

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