I Can't Read Fbx File For Mac
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I Can't Read Fbx File For Mac
cats dogs —will restrict your search to results with both topics, 'cats', and 'dogs'. Hey KINGandKONG, This looks similar to a issue that was reported with ticket UE-6598. Unfortunately, this ticket is still open at the moment. Can you provide any other information about how you've setup the character seams, if there is any tessellation going on in the material, number of materials being used for the skin, or any other relevant information? I need steps to reproduce the error and knowing how things have been setup may help with that. If you are willing you can provide the asset and I can verify more quickly if this is the same issue as the one that has already been reported. If not, I can try to reproduce based on any notes you provide.
If you're willing to share you can link here or send privately to me via a link in a private message on the forums. Hello - I also believe that there is nothing wrong with the FBX Exporter in DAZ Studio.
There is something that is non-standard with the skeletal skin binding that is done in DAZ when compared to the same setup done in either Max or Maya. This is why the workaround of importing into Maya and Max allows the skeletons to be exported using those program's formatting which UE4 understands. In either case though, the bug itself will not and has not been closed, it is backlogged which may mean it will take a significant amount of time for us to get to, which is why I suggested reporting the issue to DAZ as a way to get two entities aware of the issue.
Thank You - Eric Ketchum. Ok, after some trials and errors I found a way that the mesh and animation can be exported from DAZ3D to UE4 using Blender. It took a lot of tries but I think I finally got it working with UE4.10. I know people have got it to work with MAX3D, but it is just not an option for me due to the huge price tag. The workflow I used is: DAZ3D export to Collada (DAE) = Blender export to FBX(Binary) = import UE4 For the Blender export, make sure it has to be Binary otherwise UE4 complains that no valid animation take is found. I'm seeing some warnings about smoothing group and 'Imported bone transform is different from original.'
, but other than that it appears to be working.