Please let us know how it goes and we will try to make this workflow easier for all the Blender users. I need to export also materials/textures, but it seems they are skipped during the export (I am using the standard exporters from the Asset Store which should support texture exporting). We are sorry for the issues that you've encountered and is very willing to work with you to improve this process. Hi guys, I need to export an object from Unity in fbx or obj format to be reimported in blender for further tweaking. You can then see your original character animated. In the Dope Sheet, Ctrl+V to paste the animation data. Right click to insert animation on the Whole Character.Ħ. Switch to Object mode, and select your original character armature (not animated).ĥ. In the Dope Sheet, select all the keyframes, Ctrl+C to copy.Ĥ. As you can see, one character is animated and one is not.Ģ. Have both your original character (not animated) and the Animate3D output animation (may have bad material/mesh) in the scene. The video attached shows how to do it in Blender:ġ. You can have your source character in the scene, then import the file containing the Animate3D result animation, and copy the animation keyframes back to your source character, which you have already set up the materials and have the good mesh. To avoid all the conversion error, I suggest that you treat our result file just as the source of the animation. I tried to manually import your glb file into blender and convert to fbx, and it also doesn't have any texture. We are converting glb to fbx in our backend for unified processing, and during this process the fbx converter can not convert the materials for this character correctly. Hi Pierre, we looked into the issue and here's our findings.
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