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How to Export a Rigged Character with Blend Shapes (Only Getting Parts)

Anonymous

How to Export a Rigged Character with Blend Shapes (Only Getting Parts)

Anonymous
Not applicable

Hello all,

So I have been struggling with this problem for the last few months and every once in awhile I think I find a quick fix or a solution but to no avail. 

Our Goal

We are trying to make an animation inside of Unity by exporting/importing the animations from Maya and doing the render/lighting/texturing in Unity (using toon-shader/Substance Painter)

Our Problem

The characters have both static and non-static blend shapes and we are referencing the rigs in the main project file. I've been able to successfully export the models with animations using Alembic Cache (that all works smoothly in Unity as well) but unfortunately Alembic doesn't contain material info, so my solution is to use a material remapper which just requires an FBX of the same name and file structure (IE I just export the Alembic and FBX from same place). That mostly works, but the FBX is only giving me parts of the character model, are there check boxes i need to hit? Does baking the animation need to occur? How can I get my full model from an FBX export?

 

Side Note- I'm completely willing to use other file formats such as USD or gtlf, though I don't have much knowledge on either, and I'm running out of time troubleshooting. This film is due in 2 months that's my biggest constraint.

FBX Export settings
FBX Settings 01FBX Settings 01FBX Settings 02FBX Settings 02

 

FBX Export Results

Prim_FBX Export ResultsPrim_FBX Export Results

 

Alembic Cache inside Unity with FBX texture remap

Prim inside Unity with Alembic file and FBX texture remapPrim inside Unity with Alembic file and FBX texture remap


Thank you in advance this has been really hurting my brain. I have other characters and the scenes themselves if that would help.

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