Votes
0
Product:
Character Creator 5
Version:
5.1
Status:
Assigned
Issue 12616
Blink Blendshape Wrong Normals
Steps to reproduce issue:

- Export a simple base CC5 character to fbx for unity (here, with subD1)
- Import the character using cc/ic unity tools (2.2.6)
- Drag & drop the character prefab into the scene
- Activate Blink_L/R

The dark band at the top of the eyelid in "blink-on.png" seem to indicate that the normals from the default pose are used when the blink blendshape is activated, resulting in this lighting artifact.

I remember facing the same problem with Mixamo characters. At the time, setting "Blendshape Normals" to "Calculate" instead of "Import" in the .fbx asset import settings did fix the problem. Here, with this CC5 character, setting "Blendshape Normals" to "Calculate" does not change anything.

What I would like to do is disable the use of custom normals completely, and recalculate all normals for the mesh and all its blendshapes, as I know this works in general in unity when importing a .fbx (without going through CC's Auto Setup, that is).

Many thanks in advance for any help,

Fred.
OS: Windows 11
Attachment:
  • blink-off.png
  • blink-on.png
  •  0
  •  64
Submitted byfthord
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