To start the project, I was asked to create a generic character within Adobe Fuse and export it to Adobe's Mixamo software, this was used so as I could also apply a generic rig, with both bodily and facial controls, to the character.
When exporting from Mixamo, there were a few specific settings I needed to make sure were selected, utilising an Unreal Engine 4 FBX file type and the skeletal base of my choosing, with regards number of knuckles and finger control, this did present issues with functionality and compatibility, and as such, I reverted to a standard FBX file, with no direct correlation to Unreal Engine.
With the rig complete and exported as an FBX, I was able to drag and drop it into Maya to begin my animations, both bodily and facial.
Upon import to Maya, I was presented with another issue, albeit with a simple fix. Upon import, the textures I had applied to my character within Fuse were carrying over transparency values which were affecting the model in Maya.
To fix this issue I simply opened my Hypershade editor and began disconnecting the links to transparency values in each of the materials within the scene.
From here I loaded Adobe's character rigging script from Mixamo, with this I was able to take the skeleton already applied to my character, and apply a rig to the skeleton to speed up the control and animation in this unit tenfold.
With all but the Eyewear Material transparency removed, to allow for ease of viewing with regards my character's eyes, and with the rigging script run, I was able to begin the animation process.
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