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1. Is the model compatible with Blender 4.0 / 4.1 versions?

Yes, the vast majority of models are compatible with Blender 4.0 and above. If you encounter issues with IK/FK switching or broken drivers in older model versions, feel free to contact us — we’ll assist you with upgrade suggestions or provide a fixed version.

 

2. How do I export the model as FBX and import it into Maya/Unreal/Houdini?

Before exporting to FBX, please make sure to:

Delete controllers and driver bones, and keep only the skinned bones;

Bake animations onto the skinned bones;

Match the coordinate axes and unit settings with the target software (e.g., Z-up for Unreal Engine);

Enable "Only Selected" and "Bake Animation" in the export settings.

These steps help prevent chaotic skeletons or missing animations after import.

 

3. How do I export a static model for AR platforms (e.g., .glb / USDZ)?

Blender has limited native support for .glb and .usdz export:

.glb and .gltf support basic mesh, textures, and materials — suitable for static pose;

.usdz is not natively supported — you’ll need to convert using Apple’s official tools or third-party add-ons;

If your model includes hair, drivers, or shape keys, we do not recommend exporting directly in these formats. Instead, export a simplified mesh version.

 

4. How can I export hair to Unreal Engine while retaining the appearance?

We recommend exporting hair in Alembic (.abc) format:

Enable Export Root UV in the export settings;

Use Unreal Engine’s Groom plugin for import;

UE will automatically recognize curve data and generate controllable hair assets.

⚠️ Note: Hair particles cannot be preserved through FBX export — avoid using FBX for hair.

 

5. What should I do if animation is missing or the character deforms incorrectly after exporting to Unreal?

Please make sure you've followed these steps:

Deleted controllers and non-skinned bones;

Baked animations to the skinned skeleton;

Exported FBX with Unreal-compatible settings (e.g., enabling "Armature").

 

If the issue persists, please share a screen recording or screenshots — we’ll help you troubleshoot.

 

6. Can Blender models be imported into Cinema 4D?

We don’t use Cinema 4D and cannot confirm compatibility. Theoretically, you can import via FBX or OBJ, but controllers, constraints, and hair effects may be lost. Simplify the model before attempting import.

 

7. Can the models be used in Unity for real-time animation? Is real-time lip sync supported?

Facial rigging supports basic expression control, but the models aren’t optimized for Unity and do not include Unity-specific lip sync systems. For real-time lip sync, you’ll need to manually set up BlendShapes or bone drivers in Unity.

 

8. Animation breaks after importing FBX into Cascadeur—what to do?

This occurs due to incompatibility between Blender rigging and Cascadeur, particularly with soft bones, constraints, and drivers. Export only basic skeleton animations by removing constraints beforehand.

 

9. Can the model be exported in STEP format?

Blender doesn’t natively support STEP export. STEP is primarily used in CAD software (e.g., SolidWorks). Use third-party tools like FreeCAD for format conversion.

 

10. Hair rendering fails or colors look off after export to Unreal Engine (UE)?

Check the following:

Alembic export includes Root UV

UE uses compatible Groom material and LOD settings

Hair textures are properly bound and follow PBR standards

 

11. Are the models compatible with Houdini? Too many bones after import cause the structure to be complex?

Suggested workflow:

Keep only skinned bones, delete drivers and controllers

Bake animations before export

Import into Houdini for a clean joint system

If controllers are needed, re-rig within Houdini.

 

12. FBX export causes control shapes or animations to break?

FBX does not support Blender’s controller constraints/display settings. Before exporting:

Keep only skinned bones

Bake animations

Disable all IK/FK drivers and shapekeys

 

13. Is USDZ export supported for AR use?

We don’t use USDZ and can’t ensure export quality. You may try using Apple’s Reality Converter or Blender add-ons, but hair and rigging won’t be preserved.

 

14. Why are textures missing or not displayed after OBJ export?

Ensure:

“Include Materials” is checked

Texture files exist and path names have no Chinese/special characters

Texture formats are .png/.jpg or other standard types