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I've been creating a crowd of individuals for an Unreal game. Everything has been smooth, except for the character: Regina. export as binary.fbx, import and process in Unreal. What looks good on Mixamo site, is pretty bad when downloaded. I've been pretty careful with my downloads, and just this one went south.
Anybody else get here? Was there an easy fix?
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So apparently the visibility issue is tied to Material settings. I was able to import the .fbx file to Blender, modify the material settings Blend mode (generally from Opaque) to Alpha Hashed and that seems to make stuff better. But I don't really understand all the details here. Info gleaned from this video. Thanks to Lawhon Advanced Educational Solutions, for sharing that.
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the skin in your image is set to translucent and should be changed to mask... the hair has a few options which just depends on what look you are going for
there are lots of guides around, here are my notes https://windowsforum.com/threads/how-to-get-fuse-characters-working-in-unreal-engine-4-15.227038/#po...
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Yup, I ended up figuring that out. I ended up using Opaque for all materials except hair. Note, I discovered essentially the same issue with the character Malcolm. Spent a lot of time here learning about materials and textures,...
Unfortunately both of these models refuse to take Mixamo standard animations, with either the exported character in T-Shape from Mixamo skeleton or UE4_Manniqin skeleton. All the other stuff works great, just not these two. At this point, I'm done. I can't continue to spin my wheels on off standard, quirky, non-functional stuff. Remember I'm building a crowd for a special demo, with lots of different characters, animations, color customizations, etc. Time is valuable.
Info posted here in case others hit this bump in the road. #REGINA #MALCOLM
I am appreciative of the tooling offered here by Adobe in the Mixamo arena. Many thanks.