Mixamo FBX export to Blender - shiny materials, glitches on alpha

Hello all blender Champions!

I have a problem with materials when I export charters from Mixamo.

First of all, all materials are too shiny:

When I check material nodes, everything seems to be correct:

I decided remove Roughness imagine (OK o lose some data, but is looks better).

Unfortunately, when rendering an animation, I have found another issue with gliches on beard (it looks like transparency doesn’t work time to time). I thought, that this is only a random glitch… but when I rendered it again, the problem exist exacly on the same frames. For example 160 and 161:
image

And this is how that animation looks like on the end…

Any clue what can solve those problems? Thank you in advance for any advice!

LINK to FBX file

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It comes out normal.
Check if Alpha is connected normally.

The problem with the shiny material seems to be that the roughness map isn’t actually a roughness map but a gloss map instead, which is the reverse. You could try put an invert color node between the “roughness” texture and the principled bsdf node.

Another thing with fbx assets is that it sometimes don’t translate specular and metallic values well. So you have to set it manually. Metallic is always 0 for non metallic objects and always 1 for metallic objects. and specular should be 0.5.

For the Transparency glitch I’m still not sure. What render engine did you use to render the video with?
Edit: Could be a denoising artifact from low samples and small size?

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Alpha is connected correctly:

Even in preview everything looks OK…

Thank you a lot for all advices. Color inversion seems to work!

Regarding transparency glitch:
I tried to turn off denoising but the result is the same. I compared my first renders and the only think I changed is… motion blur. And that was the root cause!

But why? What does motion blur have to do with it?

You’re right, I just rendered it with motion blur and it did the same


Frame 159


Frame 160

Seeing as though it’s the motion blur, then it has something to do with the animations. So I deleted all the keyframes and it rendered fine. Then I went through the bones and tried deleting some useless keyframes and I might have found a solution.

Try deleting all the W quarternion keyframes (it doesn’t change much. like 0.000001 every keyframe) for this bone.

There might be others, but unfortunately I don’t have the time to render and go through all the bones.

Edit: Tried it again and still the same on another frame. I still believe it’s the animations fault. maybe you could use mixamo’s keyframe reduction when you download the file and replace the animations.

Another Edit: Doesn’t work, still the same. oo_1942 is right, it’s probably the motion blur

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There seems to be a more fundamental problem than motion blurs or animation noise.

But I’m not an animation expert, so I don’t have any detailed information. :slightly_smiling_face:

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The material preview is due to the Eevee blend mode not set correctly. It’s suppose to be Alpha clip/Hashed not Alpha blend.


Alpha blend (Imported)


Alpha Hashed

It wont change how it looks on cycles though.

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I checked again that it was a problem with Motion Blur.
I think it’s probably a bug.
(The blender 3.5.1 / 3.6.3 / 4.0 test results in problems.)

The video below is the one tested on blender 3.4.

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The problem with rendering was caused by Motion Blur, and I think it’s a bug. (blender 3.5.1 / 3.6.3 / 4.0)

Rendering test results are normal on blender 3.4.

And I’m also attaching another way to make Motion Blur.

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Yea probably a bug. I haven’t tested it on other blender versions. I also found out that it’s not because of transparency


All material are just default principled bsdf with different colours.

It also works when you join the mesh into one object


Left: Seperate, Right: Joined
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I might have found another solution.

You can uncheck deformation motion blur for the hair object.


Left: Unchecked Deformation, Right: Checked Deformation (default)

I tried it the same way, but it didn’t work out. (blender3.6.3) :sweat_smile:

It also occurs in safety helmets and vests.

I used Blender 3.6.2. So it got worse then :laughing:

You can see an example I gave when I joined all the objects and the artefacts disappear, even on the other objects.

The deformation motion blur also has limitations on auto smooth objects and changing topology. but I tried removing custom normals and shade flat and smooth and it’s still the same

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Wow! Finally I have found some bug not my knowledge limits! :smiley:

@oo_1942 @Jaxx Thank you a lot for your support and deep analysis. I didn’t even expect that much help. Inverting colors of Roughness texture for sure will help me in future projects when I use Mixamo characters.

I will add and set motion blur to compositor to check the results (I don’t want to destroy model by joining all mesh to one object). I think I will also download 3.4 version to compare the results with build in Motion Blur (as far as I know they work a bit different).

Do you think that I should report it to Blender?

BTW: You saved Pete’s beard! The plan B was to shave him :wink: But instead of serious warehouse manager look he looks like a lost student!

In general, it seems difficult to identify the problem in a way.
Therefore, it would be good to report a bug and check it. :slightly_smiling_face:

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