Why does my skin look stretched when I import an FBX from Mixamo?
At first I was getting "missing bones" until I checked "useRefPoseA" when importing. I briefly remember someone else mentioning this problem - does anyone have an insight on how to fix this?
asked Sep 01 '16 at 07:06 PM in Using UE4
Okay - so this is not the full answer - but I have found something that I works
It seems to be stemming from eye lash texture problems.
Well the solution?
On the Bodymat :
1) Switch the "Blend Mode" to "Masked" instead of "transluenct"
2) Take the Texture Sample with the Body Mat - And plug the Alpha Channel into the Opacity Mask
3) I took the texture sample that looked most metal - and threw it onto the "Metallic" node
And this is my end result: (Still no eyelashes - but better than before)
To give credit where credit is do - I got this solution from the above link - it seems as if people arehaving similar problems on the Mixamo community forums across the board- seems like this is a engine-wide glitch. Yet - Mixamo - if they want to be a real solution to 3D animation - needs to address this - and just put out more tutorials in general! Furthermore, for God's sake! Please give us some options to customize some clothing in Fuse! If not - create a marketplace for clothing - do what you go to do - but I cannot use any of the assets in my final product because they have such limited options. Anyway - forgive the rant - thank you everyone for helping out! I hope this solution helps someone else!
Here is a video you need not watch it full just check the settings as shown during import.Let me explain what is done in the initial part of the video for your convinience . the speaker uploads the model then rigs it and downloads the animation. The main thing happen next. watch the full video if you want or watch from 20th minute of how to import . Hope this helps.
answered Sep 04 '16 at 01:52 PM
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