mail.wi skumleren Thanks for the reply! I seem to have figured out what the problem is. I'll try to fix it and update the beta version of the plugin 🙂
skumleren mail.wi Very nice! Can you fix the bug that decreases the fps when only using a couple of thousands meshes? xD
mail.wi skumleren I'm not a wizard, but it would be nice to have that optimization 🙂 Alas, of the available optimizations that can pull this is only Nanite in UE5, and that only with a 4090 graphics card 🙂
mail.wi Updated the beta version of the export plugin. Fixed a bug with mesh rotations. Added support for rotation of bones (groups) in edit mode.
DKSubconscious skumleren I tested it last week and yes you can chain, I did it first with default voxel objects and then I attached to an object a blockbench mesh with the same animation names and it chained through that!! So thank you for the advice :-)
skumleren Well, I was kind enough to let you rest over a full week since last bumping the threat! I'm guessing there is a bug happening, if you animate something in local space and not in global/parent.
mail.wi skumleren Thanks for the info! So far I have not been able to reproduce a similar error trying to use different spaces. It seems like space shouldn't affect it, weird.
mail.wi The plugin is deprecated, use Blockbench converter instead: https://github.com/mailwi/riab-blockbench-plugin/releases/tag/blockbench_converter
max mail.wi Hi! I'm trying to create a character with blockbench, but can we only do objects? Or is there a way to convert it to a character
Nex I seem to be having some trouble with the conversion, when I convert the model over to RPGIAB any mesh that I've rotated doesn't keep it's rotation (Image examples) is this a common issue or am I doing something wrong?