Blender FBX and gltf exports are not imported correctly

Oh my god it was propaply a bit too late yesterday :smiley:

[USER=“3140864”]MostHost LA[/USER]
Thank you for the Blender Addon I will have a look into it!
In fact I was experimenting a bit on my own and I found another addon which helped me to export things successfully:
https://github.com/xavier150/Blender…lEngine-Addons

I’d really like to confirm your hunch here, but I was just looking for a working export format really :smiley: Since I’ve had my (not so pleasent) share of experience with fbx and 3dsMax, GLTF seemed to be a convenient all in one format. But it doesn’t seem to work with animations.

[USER=“29278”]Richard Culver[/USER]
Thanks for the effort of creating that step by step guide. The result ist stil the same for me though. Maybe there is still some kind of setup that needs to be done to the armature in order to be exported and imported properly? Maybe naming conventions?

I can’t recall if I’ve had that warning before but when importing the fbx file I get the following message: “Imported bone transform is different from original. Please check Output Log to see detail of error.”
No Idea what this is supposed to mean. Maybe this is a result of importing and exporting the same asset over and over. The link to the documentation does not document this specific warning.

Eventhough I’ve found an addon which allows me to export things I’d really like to know what I did wrong manually. Richard if you find out what I did wrong please let me know.