The UV mapping gets screwed up with FBX export. I can provide samples, but it happens quite a bit -- the same avatar loaded into iClone (from CC3) is fine, but exported to FBX and then loaded into Blender or Anima shows the UV mapping is messed up.
After checked your FBX files, we didn't found UV issue that you had mentioned.
Can you capture a screen video to show UV issue to us?
Thanks for your help once again!
I don't know if this will help or not, because I've tested SO much over the last two days my head is swimming. But maybe it will.
I will put a link here to a zip file. Pay no attention to the file inside that has Short Arms (I'm also using this link for the Anima people, as there is a problem with import there -- this is how I came across the texture issue). The Long Arms is the FBX export from CC3. The LongArmsBlender is what happens when you import that CC3 file and export again from Blender -- the UVs are all screwed up. You can even see this if you just render in Blender the imported file.
When I bring the same file into Anima it looks fine, which tells me it has something to do with the bump file (because Anima doesn't support bump files). So if I were you that's what I'd be looking at -- see if you do something different with the UV bump maps on export.
Because I was having other issues in Anima (which are not your problem -- Anima has to solve them) I thought I had to go through Blender but I've used Python in iClone to work around that so this isn't a big deal for me anymore (I have eliminated the Blender step). BUT the UV map issue (possibly with Bump files) might pop up in other programs, like Unity or Unreal or wherever else folks are using CC3 with. So at the very least it's worth a look.
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Thanks for your feedback!
Can you provide the sample for us to check which part of UV is messed up? And what is your export fbx settings?
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Your help is highly appreciated!
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