Pryme8 Posted July 23, 2016 Share Posted July 23, 2016 When exporting from mixamo, should I export an fbx for Unity or for Unreal? Which system is babylon more happy with? Quote Link to comment Share on other sites More sharing options...
aWeirdo Posted July 23, 2016 Share Posted July 23, 2016 Hi @Pryme8I've got a few models from them myself, I use 3ds max and found that the models often get messed up when using the fbx files, either when importing to 3ds max or after exporting to babylon, what i found working best is to download model's as .DAE with standard t-pose (not the "original .fbx t-pose" option) and for animations i download as normal .FBX files, no skin, 30 fps and no keyframe reduction. Hope it helps Pryme8 1 Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted July 24, 2016 Author Share Posted July 24, 2016 Yea, Im trying to put together a root animation controller for my fps. I finished the model yesterday and am bringing into babylon today, so I wanted to make sure I have the rigging correct. On your models getting messed up from mixamo, make sure when you re inport them you turn off include normals. Mixamo does their normal's weird. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted July 26, 2016 Author Share Posted July 26, 2016 I also figured out when exporting to mixamo, you need to make your scale 100 times larger so if your scale in c4d is 200 cm, the scale on export needs to be 2cm to come back right. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.