Issue 6988
Export to Blender results in disconnected, misoriented bones and non-deleted hidden faces.
My goal: To export CC3 characters (converted to Game Base) to Blender (v. 2.83) for touch-up, then to Unity.
My steps (screenshots attached below): I create a character in CC3 (v. 3.22), then convert it to Game Base. I put it in "0_T Pose" and export "FBX (Clothed Character)" with either "Current Pose" selected, or "custom" with the "0_T Pose" as the only listed motion. I choose Blender preset, and also "Delete Hidden Faces." When I import to Blender with default Blender settings, no hidden faces are removed (the whole body is still there) and the bones are unconnected and pointing in crazy directions. Also, there seems to be extra, unwanted bones in the arms and legs--pointing forward on one side of the body, and backward on the other. I thought they may have been residual IK target bones, but they are actually "skinned" to the body parts and deform the mesh (not sure what to do with them).
My expectation: That the character would have hidden faces deleted, and the armature would be oriented correctly, without extra bones (e.g. I expect two bones in each arm or leg, not four).
Attachment:
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Export from CC3 settings.jpg
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Import to Blender from FBX settings.jpg
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Result in Blender.jpg
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Body mesh still there.jpg
Submitted byNinjaMouse
Jun 23, 2020