Shapekey visibility drivers causing issues with animation exports...

Issue #1602 resolved
Dave Maez created an issue

So I was exporting some characters out as GLTF files, and for the life of me couldn’t figure out why the animations were going insane. Then I finally figured it out:

  • Animations were all stored on the NLA stack and the current character pose was rest.
  • In rest pose, all of the JCMs were inactive and the visibility drivers had them disabled.
  • On export to GLTF, since the JCM shapekeys were turned off, they didn’t get exported (I don’t feel like checking, but it could just be because I’m using the very common option of “Only Export Visible Objects”), and the animations in the resulting .glb file were triggering the wrong shapekeys.

Don’t get me wrong, it’s hilarious to see body morphs flickering in and out like that, but it wasn’t what I needed. I had to manually go and delete all the visibility drivers and re-check the boxes on all the JCMs which takes some time.

Can we get an option somewhere to disable the shapekey visibility drivers on import?

Thanks!

Comments (6)

  1. Alessandro Padovani

    I would add a request to make the visibility drivers as optimization option in the global settings. Reason is we don’t really need them if we use a reasonable number of morphs. The viewport slowdown only happens for users who want to import all the daz morphs in blender as #1540. That in my opinion is wrong to start with, we don’t want to make blender a clone of daz studio but to import “baked“ figures optimized as possible.

    But I understand that others may have different needs.

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