Hi,
I recently purchased a crab monster model from CG Trader.
It has an FBX base mesh model, as well as a variety of FBX animations. However, the FBX animations are not like from Mixamo where the skins/textures/etc are all included in the FBX animations (which I’ve worked with before in C4D). It’s just the animation of the skeleton/armature, which needs to be applied to the base model.
However, after searching tutorials in the web, it’s not clear to me how to do this.
Here’s how it looks when I import the FBX “rage” animation. In the objects, there are the roots and character control references.
https://1drv.ms/u/s!ArAeOyCnJTp-j6BszzC_pQNoqnzcuA?e=ZelOF8
Here’s how it looks when I import the FBX base+mesh. In the objects, I got a body/skin, the same root and the same character control references.
https://1drv.ms/u/s!ArAeOyCnJTp-j6Br658h2Yo_PiYWPw?e=uiMWds
It’s not clear to me how to combine these so that the creature gets the “rage” animation.
Finally, I haven’t quite been able to figure out where the textures are applied in the crab body material. The textures have an albedo skin file (3 different ones for the option of 3 different colors), a “gloss skin all” texture, a “metallic skin all” texture, a “roughness skin all” texture, a “metalness + gloss skin all” texture, and “occlusion skin all” texture, a “normal skin all” texture, and a “specular skin all” texture.
https://1drv.ms/u/s!ArAeOyCnJTp-j6Bq2X3cKlTKi0msgQ?e=A13HgD
In the base mesh FBX, there’s only one material (M_Crab_Body), and it’s not clear to me where to place some of these textures (for example, I’m assuming the albedo would go under “Color”, the normal would go under “Normal”, the specular would go under the “Reflectance” Specular layer, etc.