Export of Sam, Sadie, Dennis, Toon Scientist as FBXes
nonesuch00
Posts: 18,120
Hey,
When I export the 3D Universe cartoon characters Sam, Sadie, Dennis, Toon Scientist as an FBX (figure, no props, no morphs, gather textures in a folder, allow degraded *, FBX 2012 Binary) and test the FBX exports in Autodesk FBX Viewer (FBX 2013.2) the eyes are only eye whites with no irises or pupils. However, once Sam was exported and the pupils and irises were visible and I don't know why.
Does anyone know who to fix this so the FBX exports for these characters works correctly?
If I were to check export morphs - to the morphs export correctly?
Thanks.
Ciao
Comments
The eyes use transparency maps, they usually need to be adjusted in the software you are exporting to.
If what you are using is a just a viewer, then there is probably no way to alter the transparency levels.
DAZ Studio Pro is not a viewer. I would like to know the correct way to have these exported from DAZ Studio 4.6. Or if DAZ Studio is in capable of that, is DAZ Studio capable of altering the texture maps so that they work in DAZ Studio and after exported perhaps by pasting over the reflection maps via transparency so that they are combined with the opaque undermap.
I'm don't use DAZ Studio or do texturing so much. I hope one who has experience knows how to handle this.
what app are you aiming for?
To work correctly in the Autodesk FBX Viewer - 2013.2. I have a multigame license for one of those but if DAZ Studio can't export them correctly I won't be bothering to buy licenses for the others. A game license is much more expensive than a license to create 2D images and before I spend money on those I buy the 2D image licenses which is basically, simply buying out of the DAZ3d.com Store. I have no use for them in that capacity except to have them available to test before buying the more expensive license.
Most DAZ figures have cornea and tear meshes and materials and some have an eye surface mesh and material. These aren't really needed in a gaming model so you should run the models through a modeling program, like Blender for example, to remove them. By the way the issue isn't that Studio can't export them properly it is that different software handles materials, especially opacity / transparency, differently
I can believe that different programs handle these differently internally but when exporting as FBX well there are specifications that tell how it's done so the model will get exchanged to the other program successfully. The Sam character's irises and pupils actually showed up successfully in one export and unfortunately I didn't save that FBX or remember the DAZ Studio settings but only that once.
There are a few parts of the mesh that I probably can do away with but rather than do that I'll run them through the Decimater and the Texture Atlas instead but you maybe right. I try the lacrimal area causing the problem
I can't use Blender as it doesn't like the FBXes DAZ Studio creates although both DAZ Studio & Blender have improved in that regard. Well, I could but then I may as well create me own model or start with a model that is already Blender native.
I'm pretty sure it's a matter of normals and the reflective map mostly. I guess the easiest thing would be just to paste a transparent alpha color in the areas of the reflective map.
I just did a test with Autodesk FBX Converter 2013.3 (has the Viewer program too) and Autodesk FBX Review and the DAZ exported FBXes from the above figures is OK except the irises & pupils in the FBX Converted but the characters are completely invisible in the FBX Review program which I really wasn't expecting. The FBX Review program does give information on the files correctly so I know they are loaded.
I'll wait a while longer to hear from the 3DU modeler and DAZ Tech Support and see what they have to say. Otherwise I'll mod the textures involving the eyes. I don't want to mod the models outside decimation if possible because I am going to import the morphs from the CR2 into the game(s).
Thanks.