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Anonymous No. 858924

this is probably a longshot but does anybody know why this happens? I import a model to Blendr and export it as a FBX file to use in Clip Studio Paint but when I try to pose it all the bones are fucked up. Why does this happen and how do i fix it? It poses fine in Blendr and it seems to be random to what model it affects or doesn't. Is there any way to fix the bones or does it require having to rework them all?
I should add I'm a complete beginner and don't know much about 3D past the absolute basic.

Anonymous No. 858925

Just a thought, most game models do not have deformation bones actually connected, maybe clip is expecting that?

Anonymous No. 858927

>>858925
that may be the case actually
these models from recent resident evil games are incredibly detailed and have a ton of bones.
like i mentioned i'm a complete beginner so removing, rigging or connecting the bones in models is currently well past my skill set unfortunately.

Anonymous No. 858982

looks fine to me

Anonymous No. 858983

>>858924
Bones were exported or imported as a flat hierarchy

Anonymous No. 859326

>>858927
You could still try binding them. Should be doable in a few clicks.

Anonymous No. 859331

Rigging is honestly the single thing we need AI for the most. Such tedious bullcrap

Anonymous No. 859634

>>858924
>Blendr
found the problem

Anonymous No. 859636

>>859331
Agree. Rigging is programming, but tedious, convoluted and shitty programming. With a proper design/method and AI driven support and intelligent automation, it could be 10 times more comfortable and efficient.

Anonymous No. 859650

>>858924
The thigh bone is not connected to the rest of the foot bones.

Anonymous No. 859667

>>859636
Maya has somewhat of an automatic rigging system. It did the bones in my human itself

Anonymous No. 859670

>>859667
So does C4D, Blender and Mixamo, the problem is that they're all shit compared to what a trained human can do with 20 hours of tedious work.