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  • Strange glitch with importing a model from Adobe Fuse into Cinema4D

    Posted by Mike Yan on June 9, 2016 at 6:09 pm

    Hello!

    I started learning Cinema4D recently and got a weird glitch via importing a model from Adobe Fuse. Their models are free to use and have auto-rigging feature, so they are perfect for a start. I watched a few tutorials about importing that stuff into C4D and it’s pretty straightforward with zero problems in the process. The thing is – it doesn’t work for me. After importing a .fbx file a see this:

    Whole model is transparent, but materials are present. Added a pair of light sources, but it’s not working either. Here is the render view:

    I used Adobe Fuse to generate a model from basic pieces, uploaded it for auto-rigging to Mixamo site, then downloaded it with a free animation. Importing the model without any animations gives me the same result. I followed step-by-step tutorials, and they don’t have this problem.

    Please, any thoughts on the problem?

    Ben Peterson replied 7 years, 6 months ago 4 Members · 6 Replies
  • 6 Replies
  • Brian Jones

    June 9, 2016 at 11:18 pm

    most of the textures look transparent (but maybe that’s correct if the UVWs are correct). What happens if you remove all the Normal tags?

  • Mike Yan

    June 10, 2016 at 5:20 pm

    Fixed the problem with disabling transparency on all of the materials. Strangely enough, default models from Mixamo site had transparency disabled, and all the custom models created by Adobe Fuse had it on after the import. Guess the problem is caused by some fresh update for C4D and/or Fuse.

    Thanks!

  • Paul Roper

    February 2, 2017 at 11:31 am

    I found my way to this post searching around because I have the exact same problem.

    Initially I did the same as you – turned off the transparency of each material. But those transparency maps are, in some cases, actually doing something useful. I found that they are inverted – the transparency maps generated by Fuse/Mixamo are, as you’d expect, white = opaque, black = transparent. But C4D seems to expect an inverted matte – the opposite of an alpha channel.

    (I suppose you could apply the logic that a greyscale map works like this:
    white = 100% “activate the thing”
    black = 100% “inactive”
    …so 100% white means “activate the transparency” and black = “turn off the transparency”, just as on a bump map, white = “activate the bump”. Maybe).

    So, I found that inverting the textures did the job. There’s no one-click-invert way to do this, but instead of inverting the texture map in Photoshop, I set the black point and white point of the map to their opposite values (i.e. set black point to 1 and white point to 0). That inverts the image and fixes the texture. A bit of a pain to have to do this each time you import a model, to each texture. It’d be nice to see an “invert transparency maps” option when importing an .fbx model.

    motion graphics | VFX | web design | etc.
    https://paulroper.com/

  • Ben Peterson

    November 6, 2018 at 11:46 am

    Hi can you please explain how and where I can invert the texture in C4D?

  • Paul Roper

    November 6, 2018 at 12:33 pm

    I’m not in front of C4D at the moment, so this is from memory.

    Open up the material with the offending texture map. Click through to locate the bit where you would normally load the texture map. Then click on the texture map name to open its settings (not the three dots … next to the name). You should then see your black point set to 0 and your white point set to 1. Swap these values, and that inverts your image.

    More details here: https://lesterbanks.com/2018/09/black-point-white-point-c4d/

    motion graphics | VFX | web design | etc.
    https://paulroper.com/

  • Ben Peterson

    November 6, 2018 at 8:14 pm

    Excellent. Thank you for your help

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