ROP FBX Character Output doesn't save shop materialpath
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- LuSkar
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I'm trying to export character with ROP FBX Character Output into UE, but as I figured out it doesn't have shop_materialpath attribute, even if the checkbox "Embed Media" is on. So, I don't have material slots in UE. Please, fix it! Or sugest me another way to get material slots in UE, because now I have to reapply materials thought C4D
Edited by LuSkar - March 6, 2025 07:11:28
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- LuSkar
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- Jonathan de Blok
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- LuSkar
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- Jonathan de Blok
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- LuSkar
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Jonathan de BlokUnfortunantly it doesn't matter, with @shop_materialpath on points or prims. This is a bug, this doesn't work as suppose to, that why I try to make attention of the developers and I'm sure it's easy to fix.
I understand the problem, what I mean is that it will only save materials when the materials the @shop_materialpath points to do actually exist.
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- H-mech
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- H-mech
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Got it! I should have read help carefully ))
There is an attribute for transferring materials: fbx_material_name
The name of the material is written in it.
In the shop_materialpath attribute it is necessary to specify the existing shader (principledshader, let's say)
There is also an attribute material_override - for overriding shader parameters.
And after all this the materials are transferred! Yay!
There is an attribute for transferring materials: fbx_material_name
The name of the material is written in it.
In the shop_materialpath attribute it is necessary to specify the existing shader (principledshader, let's say)
There is also an attribute material_override - for overriding shader parameters.
And after all this the materials are transferred! Yay!
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