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Blender FBX crashes 3dXchange

Posted By dogscooby007 5 Years Ago
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Blender FBX crashes 3dXchange

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Rampa
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Blender OBJs are usually 1000 times to small. Try scaling it up! ;)

You can change the export scale in Blender if you would like it to come in bigger initially. FBX will be properly scaled, unless you change it.
dogscooby007
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Thanks, Rampa! You were right - it was incredibly tiny which is why it looked like it wasn't there! haha
When I scaled it up it finally appeared:
76% of original size (was 659x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/b3f2c288-4d64-4cc2-92f2-6797.jpg

I do have a few more questions:

When I tried importing the fbx (as I wouldn't need to scale it) I noticed the highlights weren't there:

76% of original size (was 659x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/9471c822-9b12-4987-990b-24e2.jpg

I checked the texture file and it was there:
76% of original size (was 659x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/de6e4268-15c2-408d-8316-b847.jpg

I even tried changing the texture to something completely wrong just to see if it would do anything, but it didn't affect the hair at all:
76% of original size (was 659x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/64da9220-c005-4228-a17d-72f1.jpg


Is there something specific that's needed to be done when importing accessories as fbx files?

Also - when I import the obj base mode into blender I see that it creates the object file, the mtl file, and a folder with all the textures - but when I import it into blender it doesn't load any of the textures:
76% of original size (was 659x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/86c8ad09-5bb9-41ee-b2da-97c4.jpg

I do have the mtl file, obj file, objkey file, all in the same folder as the texture file folder that was created so I'm not sure what I'm doing wrong there:
76% of original size (was 659x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/0b319850-0db4-4aa5-ae38-617f.jpg

So in summary, my two questions are:
1.) What should I do to get the fbx accessory to have textures (specifically the highlights in this case)?
2.) How do I get the obj file, when imported into blender, to show the textures from the mtl and texture folder that is created when I export the base model from Character Creator?

Once again - thank you for all your help guys!
dogscooby007
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Actually I answered question #2 - there was an option in the viewport that allowed you to see textures (the small globe in the upper right corner).

But now my new question # 2 is why does the character base model that I exported look like he has huge eyelashes?

On the right is the character base model I exported as an object and on the left is what the character object looks like when imported into blender:
76% of original size (was 659x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/9f9d509e-74f9-4533-8511-cfeb.jpg

So to update my questions:

1.) (Remains the same) - 1.) What should I do to get the fbx accessory to have textures (specifically the highlights in this case)?
2.) (New): Why does the base character model object have huge eyebrows when I import him into blender?

Thanks again, guys!
dogscooby007
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Sorry my mistake... still learning! haha

So I answered question 2 again - I must've done something with the eyelashes, but the opacity caused me not to see it haha

I fixed the eyelashes and exported the object file again and got this (much better haha):
76% of original size (was 659x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/fec2b428-0b77-4d1c-9af4-d72a.jpg

So now it's only the one question:
1.)What should I do to get the fbx accessory to have textures (specifically the highlights in this case)? :)


4u2ges
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It always comes down to material settings (whether in Blender or CC). Black usually means you have a black diffuse color which effectively overrides the texture.
76% of original size (was 659x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/21a69b1f-d020-4a69-baa6-68e2.jpg


And for the future - Black Ambient (below diffuse) color would effectively stop Glow map from emitting the light (if you ever need it).





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