Material & fixed issues in "FBX for unity."

There were some messages referring to specific material questions when you download a model of fuse from the Mixamo website for the unit, but I thought it would be good to collect them in one place and hope we can get an official commentary when expect fixed.

Overview of the issues:

  1. All materials are assigned to the default material in the unit, the value 'transparent' mode, which is obviously incorrect for all opaque elements (done teeth show through the face, etc.) and also for hair (who seem to need the 'fade', like 'transparent' option gives a strange shadow around the object).
  2. Transparency for each material is stored in a separate "opacity" texture, but for the unit, it should be cooked in the alpha channel of the diffuse texture. Especially a problem for eyelashes and hair.
  3. Eyelashes are affected in the same material as the body, but they require a transparent.
  4. Specular and glossy are the distinct textures, but for the unit should be combined into one, with spec in the R channel and brilliant in channel A.
  5. All documents by default 'Standard' shader, but with specular and glossy as long as they are, the shader 'Standard (specular installation)' seems to be the correct option.
  6. Eyeballs appear to require a hardware configuration that is different than anticipated, although I'm not sure what would be 'okay', as whatever it either by using the provided spec/chandelier doesn't look good for me.

The steps, as I am currently on each importation of a character:

  1. Download the fuse Mixamocharacter, making sure to choose "FBX for unity."
  2. Place your .fbx inside a new subfolder in your unit project assets. (It will generate a lot of files to sit alongside your .fbx, so I find it very important to assign a subfolder for each character to the front).
  3. The unit will ask you to 'fix' the normal textures so that they import as such. Go ahead and let him do.
  4. Place your character in a stage of trying to work with them. You will notice a lot of questions.
  5. In Photoshop, make a copy of each diffuse texture (body, hair, each item of clothing...) and (using a mask) paste the contents of the corresponding texture of the "opacity" (grey levels) as the transparency for this copy. (I've usually save it as "_DiffuseOpacity" next to the originals. Do not replace the original textures or active refreshment will destroy your work).
  6. Similarly, a copy of each specular and place the texture of gloss (grey levels) correspondent as transparency.
  7. In the unit, apply to these modified copies (diffuse opacity + and spec + gloss) to each corresponding material. (Spec/chandelier should not yet be assigned.)
  8. Select each texture diffuse opacity + in the hierarchy and tick "alpha is transparency" in the Inspector, then 'apply '.
  9. Select each material and change the shader 'Standard' to 'Standard (specular installation) '.
  10. For the opaque body and clothing materials, change "made" "Opaque". For hair, set it to 'Fade '.
  11. In unity, make two copies of the material of the body and their name for "eyelashes" and "eyes".
  12. Assign the material 'eyelashes' purpose of 'Eyelashes' under the root of your character. (You can only do in places or if you do a prefabricated character first, not with the model it is located in your assets).
  13. Assign the material 'eyes' to the 'default' object under the root of your character. (It's a mesh without a proper name for some reason any...)
  14. Change the material 'lashes' to set the Mode 'rendering' to 'Fade '.
  15. (Not sure) Change the material "eyeballs" to... (I love going back to 'Standard' liner, by disabling the metallic texture and playing with the sliders he manually.) Not sure what is 'correct' however.)

From this point, your character should look on the right. It is quite a lot of steps! They are all little things, however, and I hope that Adobe can solve some in their pipeline to make our lives easier.

Question for Adobe staff: can you comment on all these problems, whether or not they can be fixed in the pipeline of Fuse / Mixamo.com and when we might see these corrections?

5.3.1 the unit

Fuse Adobe Preview 2015.1.0

Hi Jason - sorry I missed in response to additional questions.  Let me see what I can answer.

Dethrone export pipeline:

-C' was sort of an experience at the moment.  Ideally, we would like to have presets that will give you exactly what you need for these different applications, but it requires a bit of work to keep up to date on our end.  This experience that we didn't have enough time to really do things, but we will work to improve it!

Auto-Rigger / creative cloud of the Interface:

-Cannot say exactly!  But we certainly keep the auto-rigger autour, you will have access to it.  Where it will be housed can change.  Fuse of rigging and the auto-grimpeur (custom templates) could get separated at some point since fuse rigging has many more features that the platforms non - Fuse only.

Tags: Adobe Fuse

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