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Posted

I'm new to Blender. Does anyone know why when I export a model using the .fbx export option from blender, and then convert to .Gmf using the FBXtoGMF.exe, the model shows up all red? All the texutres are correct, it's just like the whole model has an entitycolor of red.

3d world studio. 3ds Max 8. GTX 260. Visual Studio 2010. Dual Core 2.6 Mhz processor.

Posted

Did you generate mipmaps with the dds textures?

EDIT: or maybe missing skin shader.

amd quad core 4 ghz / geforce 660 ti 2gb / win 10

Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++

Posted

It was

Did you generate mipmaps with the dds textures?

EDIT: or maybe missing skin shader.

It was the skin shader. Thank You!

3d world studio. 3ds Max 8. GTX 260. Visual Studio 2010. Dual Core 2.6 Mhz processor.

Posted

FWIW, I found it easier to use UltimateUnwrap3D to convert from .fbx to .gmf. Buying that program is almost universally held as a good investment on these forums. However, with LW3 so close to release, you might hold off.

  • 2 months later...
Posted

When i export from blender to fbx is always no material when using the fbxtoGmf tool like <NONE>. Only way for me is exporting as obj. There is a checkbox for "materials" . Strange - cant understand why FBX exporting is not working here for me.

Posted

FBX export works fine from Blender. But you have to use Blender correctly. I also had some difficultied to figure out how to assign textures correctly in Blender.

 

Here is the correct way to get Blender models to LE 2.5:

http://www.leadwerks.com/werkspace/topic/5588-parenting-the-bone-i-think/#entry48982

  • Upvote 1

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