![]() ![]() Updated to handle masks (partially), gloves, shoes, hats.Set smoothness per material to roughly match visuals in Adobe Fuse CC (beta).Set texture import settings correctly (alpha channel, normal maps).Correct the MetallicAndSmoothness map (has inverted alpha).Create new materials for Eyes and Eyelashes.Set shader render modes correctly per material.Most solutions say to simply set the shader render modes to Opaque or Transparent/Fade, but this is only part of the solution this script performs: This results in importing the character to Assets/Mixamo// and a prefab is created that references the updated materials. In Unity, click the menu Mixamo -> Import from Fuse with exported Unity textures.Save the Mixamo FBX file beside the exported textures folder.Download the rigged character as a Unity FBX file.From Fuse select File -> Animate with Mixamo.Export textures for Unity 5 into a new folder with the same name as the character.Create a model using the Adobe Fuse application.Now the script should exist as Assets/Mixamo/Editor/MixamoUnityImporter.cs.Create a folder within Mixamo called Editor.Within Unity create folder called Mixamo. ![]() Using this script the results are quite close to the quality within the Fuse window e.g. The textures within the FBX files are not ideal for use in Unity. It is designed to take a character that was made in Fuse, and uses the textures that Fuse exports that are designed for use with Unity. Note, the attached script is not designed to work with characters downloaded direct from the Mixamo store. Without this script the imported character materials are all broken. I have made a script that imports characters from Adobe Fuse CC (Beta) and makes the necessary modifications to the materials and texture maps. ![]()
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