Getting Mixamo Fuse characters to work in GODOT with morphs

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:bust_in_silhouette: Asked By CrazyM
:warning: Old Version Published before Godot 3 was released.

I’ve been doing testing with Mixamo Fuse characters in godot and have not found a fully operating workflow.

Mixamo supports direct Collada export, but the character morphs are not imported when importing as a Collada scene into godot. Next I tried importing the Mixamo Collada file into Blender, then using the godot Collada exporter. Importing this file into godot indeed brings in all of the character morphs but the Collada file goes from 54MB to 306MB. Although the file does import as a scene, saving or running the scene takes several minutes, making it mostly unusable. Having a look into the two exported Collada files, I can see reference to the morphs on each, so I’m not sure why godot recognizes them in one and not the other.

Has anyone else played with Fuse in godot and had better results?

Thanks,
Michael

:bust_in_silhouette: Reply From: digitecnology

Hi CrazyM, I have the same problem. I’m working in a game using Adobe Fuse CC Characters. I have exported them to collada, imported into blender and exported with the Better Collada Plugin. It loads me the morphs but doesn’t work, Godot doesn’t show the morphs when i change the values (0.0 to 1.0). The file is so big as you told, opposite to the common collada format (both have the same morph information). I’m researching into this and I will stay you informed.

Thanks,
Alexia.