Re: FBX Import from Mixamo or Daz3d

#5
It is my experience that FBX from Mixamo is without a root bone for Mixamo's own skeleton, and that will confuse CryEngine. Maybe the same goes for Daz3D.
By using a 3D model program you can add the root bone and then export to CryEngine.
Blender(free 3d program) will add the root bone automatically.

Re: FBX Import from Mixamo or Daz3d

#6
It is my experience that FBX from Mixamo is without a root bone for Mixamo's own skeleton, and that will confuse CryEngine. Maybe the same goes for Daz3D.
By using a 3D model program you can add the root bone and then export to CryEngine.
Blender(free 3d program) will add the root bone automatically.

Thanks for the reply, could you elaborate what version of Blender you used and what settings u need to import from Mixamo FBX?
I tried with Blender 2.79a and it seems like Blender distorts the model as well.

Re: FBX Import from Mixamo or Daz3d

#7
Same here! You are not alone!!!

In Max 2017 the imported Mixamo File is working well with Animations but do not try to Export to Cryengine!!! Image Disaster!
Also Geomcache (export to ABC) brings Error and will not import! Image
I have uploaded my Test Files where everyone can test it.
The Archive File contains:

1. The FBX File from Adobe Fuse to Mixamo and downloaded the TPose Model.
2. Max Script AutoBiped --- The Autobiped script was created by Ofer Zelichover and Dan Babcock and it is freely released to Mixamo customers
3. The AnimationFile

Feel free to test!
http://longhill.eu/MixamoToCry.rar

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