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  1. I made a simple robot in Blender, created an armature and parented the meshes to the bones. To parent, I selected the mesh in object mode, selected the armature, went into pose mode, selected the appropriate bone, pressed CTRL-P and selected the bone option. After watching several tutorials, it seems like this is the correct way to parent meshes to bones. Here’s a link to the blender. In pose mode, I can move the bones around and the meshes move correctly as expected. When I export to a .babylon file, all the meshes go to the origin and lay flat like shown below. Animating the bones has no effect at all. I’ve applied transforms and scales to the meshes. Can anyone give me a little guidance on how to animate meshes in blender so they move properly in blender. It works properly if I use Automatic Weights like people often do with character animations, but I plan on animating many rigid meshes of complex models in many scenes and it would be very laborious to fix everything with weigh painting and wouldn’t be practical. This robot is just a test piece to help get the work flow down. I’ve put a lot of time into switching from 3DS Max to blender. Everything has gone really well. I really like the switch, but after all that time invested, I can’t seem to get animations from blender to Babylon. I’ve spent so much time trying to figure this out and would really appreciate some guidance.
  2. I'm not sure if this should be posted in or so I'm posting on both. I have seen several posts and solutions to similar questions with the blender to babylon exporter (exporter V6.2.0, blender version 2.8) I've exported many animations from 3DS Max, but I'm fairly new to blender. I'm studying the Action editor, but obviously I'm not understanding something very fundamental. Basically, the issue is that the position of objects is different between the animation in blender and the .babylon I've read that you need to check "Only Currently Assigned Actions" or put a hyphen in the Action name. Autolaunch animations for each object. Apply transforms to each object. Set the location to where the object should be rotated about. Parent the objects to each other. Don't parent empties because you can set an empty to "Auto launch animations" All these things have helped tremendously. I'm still missing or not understanding something though. I've done my homework, but haven't figured it out. Any help would be greatly appreciated. Here is the playground link showing the issue. Here is a link to the .blend and .babylon files in dropbox In the world tab, Only Currently Assigned Actions is checked. Applied rotation and scale of parts. I set the location to where I want the part to rotate about. I select the redCube (Axis 1). Frame 10 I insert a LRS key. redCubeAction is created in the action editor Scrub to frame 40. rotate the redCube by -45 degrees on the x axis. and insert another key. The animation runs in blender and the .babylon as expected. All is good so far. I didn't bake the animation. It doesn't seem to make a difference. I select the blue cube (axis3) which is parented to the redCube. Click on New in the action editor. "Action" is created. I scrub to 50 and make a LRS key with blueCube selected. I scrub to 80, rotate blueCube along the X axis by +45 degrees and make another key. The robot is kind of squat there. The blueCube is at the end of the Red cube as a good robot should be. I play the animation in Blender and it runs as expected, but in the .babylon file, the blueCube is raised up a bit. Does anyone know why this happens and what I can do to prevent it? robotBlenderForForum.blend robotAnimation.babylon