Why cc1 fbx model imported into blender, part of the body is broken and transparent - blender

blender render result of the fbx
original CC model
I use Charactor Creator 1 default human model, save it as ccProj.
Then I open it using Charactor Creator 3 and export the model as fbx file.
In blender, I import the fbx but the appearance is broken and transparent.
I want to know what is the problem?
I tried various version of CC.

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Any idea where I'm going wrong? Thanks!
enter image description here

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I am trying to do the below process and I am not sure whether this approach is possible. It will be a great help if there is any support available to do any one of the below conversions. Also if you know any other possible approaches, kindly update me!!
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OBJ U3D
STL
(any
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Thanks.
There are few options available to export the three.js graphics to a PDF ( static content not a dynamic U3D assets)
Static contents
Get the rendered data from the three.js webGL renderer / canvas renderer using toDataURL("image/jpeg"), change the MIME type to JPG/PNG and add the resulting stream as an image to PDF ( this worked for me)
example - https://plnkr.co/edit/Ty8BZaDcflCJH5tH?preview
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The legacy API - "threejs-pdf-renderer" can be used to directly export the three.js animations to a PDF. We don't need any other dependencies to create the PDF. But this is a legacy API which uses legacy three.js version, lot of effort needs to be done to make the API to be compatible with the latest three.js version.
example - https://satheeshks10.github.io/ThreejsPDFGenerator/
Dynamic 3D contents
We can export the three.js animations into a U3D file (no direct support is available as for now), this U3D file can be directly embedded into PDF.
example - https://tetra4d.com/pdf-samples/

Convert three.js to Adobe 3D-pdf?

Is there way to convert three.hs as U3D to 3D pdf?
I want to export assembly I have as three.js to 3d pdf based on tree structure (children of children).
Is it possible?
Something opposite to Convert Adobe 3D-pdf to WebGL?
We have lately done some experiments ObjExporter (amended to also export the container colors). By the same method you can also import STL Files, but then we have not found a way to transfer the colors.
The obj/stl file are then transformed to U3D files with Meshlab.
These U3D files then can be transformed with miktex/latex into 3D pdfs(see here). The system also can run on a server with some batch script.

How to import 3d character with animation in mac application.

I created a 3d model with some animations in maya. I want to use it my mac application. One way I know is to export as dae file and use this. But most of time my dae file is not being exported and i get warnings as "null not supported by collada". is there any other way to use these models in app or how can I fix this error while exporting .dae file.
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Also please add some information about the app which should then import the model. Probably you think about the SceneKit which already supports the Collada file format. But there exist other libraries to which can be used for other formats. Take a look here: Recommended file formats and graphics libraries for importing 3D model into OpenGL/C++ project? and here: http://assimp.sourceforge.net/

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I'm learning Jmonkeyengine and I'm still at about the same stage as in this question where I ask about loading models
Enabling materials and textures for OGre 3D model in jmonkeyengine?
Now I looked more at Blender and now at least I can get the basic usecase to work, export to Ogre 3D from Blender and then loading it in jmonkeyengine. But for more advanced models with textures, it won̈́t work.
I'm trying to load an Ogre 3D into jmonkeyengine but I think the conversion to Ogre format is not working. I can open the model in Blender but when I try to export it all I can get is a .scene file and no .mesh.xml
Could you tell me what I'm doing wrong?
For instance opening this model in Blender and exporting it to Ogre doesn't work for me.
For what it's worth: after hours of trying to figure out why JME wouldn't locate the materials, esp. when using submeshes, turned out you need to rename your material file to .material. If you use more than 1 material, append all material files to that one file.