problem with multiple mesh/multiple uvs characters
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Hi. Is Mixamo unable to correctly process characters made of many meshes (eg a person with clothes) having their own uvs, materials and textures? Because it is days that I try to do this, but when I import the character into Unity I get an ensemble with just the body showing textures, whilst the other parts (which appear correctly into the modeling app where I modeled the whole) remain grey.
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a gray texture in Mixamo or Unity means the software sees a texture but can't read it... white model = no texture at all
to answer your question, yes Mixamo can rig models made of different parts [with their own Uv maps] but all those parts MUST be connected, not floating around in space. For example a headless horseman with his head 2 foot above his body would fail to rig but the workaround would be to give the model a extra long neck part then delete\ hide that part in Unity once the model is rigged
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First off thanks. As for the "horseman" part: I rigged just the body (foot/legs/torso: no head. I substituted the head with kinda cone, which is transparent), then imported it in Unity, added the head (an helmet, parented to the uppermost head bone of the rig), then an harness (to torso) and a belt (to hip) with holster with string modeled around the right leg. When I start the simulation play, the body walks correctly, but the items act weird (the helmet stands firm but sinks into the shoulders for a bit: the haerness sinks into the body, the belt looks ok alittle, but the leg string is stiff and goes outside from the leg). I was forced to rig just the body and layer all other parts in Unity because, when I tried to upload as a ensemble, it happened that some parts displayed no textures once imported in Unity: and I was unable to have them showing up. And it was not always the same parts: they changed. Sometimes the body, other times the accessories. The problem didn't surfaced when the parts was imported one by one ad layered upon the rigged: but I faced the above problems though.
All the parts was modeled/uvmapped in Modo (and are multi-material) and textured with Photoshop/Quixel. Perhaps the problem is inbetween Modo/Photoshop? But I don't know what to search for: the textures seem all the same as format, and a thoroughly scan of the material trees ascertained (at least I guess) that the materials are all the same as for details. I'm going crazy.
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Adobe Photoshop has been changed to metal instead of NVIDIA drivers which means it can't do roughness or transparent maps, it's normal mapping has always been hit or miss as well
The head helm sinking is a Unity weight issue but I don't know anything about modo
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The mistery anyway is that, when the meshes are imported in unity separately and parenetd to the body bones, the textures show up, all of them: when imported in one mesh from mixamo, just the textures of one part (usually the body) are visibile after assigned to materials.
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this is a screen
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I confirm that the problem is persistent also saving the same ensemble from other 3d packages... So I prepared a dummy, textured it with 3 uv maps (1 sharing head and eyes, 1 for torso, 1 for legs), assigned 3 fancy colored textures, imported the fbx (2013 version) in mixamo, rigged, downloaded, imporded in unity, and... Only the torso is correctly visibile of the three parts. Head/eyes and legs visualize their texture (which is based on withe backgroud) as a rosy-colored base color with no graphic details visible on the mesh...

