I have hired an artist full-time to work on a PS5 video game using the UE4 and PlayCanvas game engines. The PlayCanvas will be used by workers in the Travel & Tourism industry as a mobile friendly web app introduction to the video game and more importantly, a means for the tourist to communicate to those people who will be playing the video game we are creating for the PS5. We are depending on PlayCanvas as the first means attract the children to play the game. Since there is already an issue in PC, there is no reason to continue working on the PS5 game.
So far we have not been able to use any of our animation we have produced. The issue is either a vertex group weigh issue or an rig/animation issue.
As a simple test, expecting that the UE4 default character would have been created with the proper standards for testing purposes, we exported the character and animation as an fbx and imported it into PC and in PC the left shoulder is dislocated and shifted downwards towards its elbow.
I will send blender files along with their fbx exports as I develop the characters for the guys at Playcanvas to try to fix the “Blender to PC” workflow. If you create a new ticket, I will send on that one or I can send on this one whenever I create new characters
Actually, you can’t directly import .fbx to PC. Because:
Blender is not using Autodesk FBX SDK because of some license issues. They wrote their own tools for .fbx export. It could be different from normal .fbx files.
All your .fbx files are converted by Playcanvas Converter to .glb. There is no such thing as .fbx loader, or I am not aware of it.
Is there a way to guarantee 100% compatibility with all possible .fbx files saved by different software? Old and new versions of those exporters? For a proprietary format created 10+ years ago? No, I don’t think so.