I’m working out import of my CC Avatar to Godot (pipeline CC->Auto Setup/Blender).
With models I can just copy the Blender file directly into my Godot project. When I try this with avatars, it produces errors like: ERROR: Failed loading resource: res://Models/Reallusion/CC_Kenn_2_BlenderAvatar.blend. Make sure resources have been imported by opening the project in the editor at least once.
I’ve tried the Bake for Godot option, it produces all the textures but not the model. If I export my avatar as FBX, it appears in Godot untextured.
Question: requesting recommendations for bringing CC avatars VIA Blender/auto setup into Godot.
I doubt you can use Autosetup. It has custom shader nodes which might not be compatible with 3-rd party apps to interpret. Just use general FBX export from CC with Texture Embedded option, import to Blender, save and link to Godot. Animation seems fine. Though for your purpose you might need to convert to Rigify.
(I do not know how you guys deal with alpha transparency)
Yes, it bakes all the texture channels Godot supports, but it’s really for custom material setups. I read somewhere that Godot is supposed to match the texture names with the materials and set them up automatically if they are bundled with the model file, but it doesn’t.
Once baked as GLTF the option to export as GLB becomes available, this packs everything into a single .glb file: model, materials, textures and animation, and Godot sets it all up correctly.
You will likely need to extract the hair materials and find a better hair shader for them as the default transparencies aren’t very good for hair.