Dreikblack Posted January 15 Posted January 15 It makes Leadwerks format and can't find textures: // Leadwerks Material File blendmode=0 castshadows=1 zsort=0 cullbackfaces=1 depthtest=1 depthmask=1 diffuse=1.000000,1.000000,1.000000,1.000000 alwaysuseshader=0 drawmode=-1 shader="Shaders/Model/Animated/diffuse+normal.shader" shader1="Shaders/Model/Shadow/shadow+animation.shader" texture0="./Warrok W Kurniawan.fbm/bear_diffuse.tex" texture1="./Warrok W Kurniawan.fbm/bear_normal.tex" texture2="./Warrok W Kurniawan.fbm/bear_specular.tex" Quote
Alienhead Posted January 15 Posted January 15 Mixamo rig? When you convert fbx with skins it should create a directory in the same folder using the model name with a .fbm extension the skins will be in there. Normally I just create a new material there and map it to the model from the parent directory. Just create a new material and map the textures yourself.. just to be sure. Quote Alienhead Components and Software
Dreikblack Posted January 15 Author Posted January 15 Material also works if i put textures intro model folder and convert them into dds, 1 Quote
Josh Posted January 23 Posted January 23 Can I get the original model file and any textures it is using so I can try myself? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Dreikblack Posted January 24 Author Posted January 24 Any model from Mixamo. Warrok, Paladin, any random model from https://www.mixamo.com/#/?page=1&type=Character Settings: Quote
Josh Posted January 24 Posted January 24 Can you please upload the file you want me to test? I don't know how to download models from that website. When I click on a character it switches to an untextured dummy character. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted February 18 Posted February 18 I converted the model through Unwrap3D and sent you the result. I guess embedded textures are actually supported, they just get extracted to an odd location. I can probably do some kind of post-step to improve this, but it is not high priority. I'll leave this open for now and come back to it later. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Dreikblack Posted February 19 Author Posted February 19 4 hours ago, Josh said: I converted the model through Unwrap3D and sent you the result. Had no need in that, it was just an example. I already have workaround with manual material creation. 1 Quote
Solution Josh Posted February 26 Solution Posted February 26 I was able to get this sorted out just by modifying the converter script. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
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