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Conforming Clothing: 3 Methods

Posted By JC Weatherby 10 Years Ago
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urbanlamb
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JC Weatherby (10/5/2015)
Whew!  I think we may have a solution here within iClone, that's been under my nose the whole time, I'm just finding out about it via this Tutorial from Kai,

<snip>

In the video, Kai references "DummyBone.iprop" - which comes with iClone.  This prop contains the entire bone structure for a rigged character. So, instead of merging the DummyBone to a sphrere, as shown in the video, you could attach/merge it to a prop version of a CC character exported from your modeler of choice.  Granted if you are working with Maya or 3DS Max, you won't need this technique, but it could be useful if you're using Blender.

So for instance, Rather than skinning and weightmapping clothes in Blender, I could:
<snip>

I haven't tried this yet.  But I will later this week and report back.


yeah this dummy prop does not work for things like character clothing or things that need to be weighted to a character bone or set of bones already in existence.  This solution is for specific circumstances where you need to fool iclone into thinking something is a character even though its a prop.  It doesnt actually use those bones they just sit there invisible to the eye inside iclone.   :)

In order for clothing to work with characters and move with them it needs to be associated with it properly even older clothing needs to be associated with the actual character skeleton.   No matter blender or 3dsmax or anything else the procedure will be the same you will need to spend time to weight it to the character skeleton in use.   

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vidi
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It will not work as you expect it 

Remember attach a static mesh to a Bone is not the same, like as  bind mesh to a bone.
No weights means the mesh can not bend. You can not transfer the weight, with this  the methode seen in the video.   


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liebe Grüße vidi




JC Weatherby
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Whew!  I think we may have a solution here within iClone, that's been under my nose the whole time, I'm just finding out about it via this Tutorial from Kai,



In the video, Kai references "DummyBone.iprop" - which comes with iClone.  This prop contains the entire bone structure for a rigged character. So, instead of merging the DummyBone to a sphrere, as shown in the video, you could attach/merge it to a prop version of a CC character exported from your modeler of choice.  Granted if you are working with Maya or 3DS Max, you won't need this technique, but it could be useful if you're using Blender.

So for instance, Rather than skinning and weightmapping clothes in Blender, I could:

1. Model my clothes onto a CC-created avatar, which I've exported as .obj from 3DX.
2. Export the avatar and the clothes together as OBJ, and bring that into iClone as a prop via 3DX.
3. MERGE the DummyBone.iprop with the avatar prop
4. Press "Edit in 3DXchange" in iClone.  
5. Convert to NonStandard Character in 3DX
6. Map the bones, finish the conversion
7. Return finished/rigged character to iClone

I haven't tried this yet.  But I will later this week and report back.

Ardent Enterprise
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Good max reference video ... thanks


Constance

Rampa
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wizaerd (9/25/2015)
Anyone know what is up with Fuse character eyelashes?  All I get is black solid ridges, and no actual "lash"...


I ran into that too. Try this, it worked for me.

Double click the opacity channel and load the "body diffuse". It'll load the transparency. Hair is similar, but the hair file instead. The opacity is combined with the diffuse.

I bet there is a setting in the Fuse preferences for separate opacity maps, but have not checked yet.

AverageJoe
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Anyone know what is up with Fuse character eyelashes?  All I get is black solid ridges, and no actual "lash"...
Rampa
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The male and female clothing in Fuse is rather specific, I discovered. Male clothing has far fewer polys in the chest, and so does not fit the females very well. The dresses do not work well with physics because of the way they are modeled. The mesh is fine on the outside, but has a very low polygon cone on the inside that basically stops any movement. A trip through Blender could fix that.

Fuse is aimed at games, and so is pretty low resolution. The bodies seem pretty good if you adjust the proportions to be more "beautiful" (purely subjective). I like Makehuman much better (also purely subjective ;) ), even lacking much clothing.

The blendshapes they give you are great, and include all the muscle morphs. You kind of need to create your own visemes from what is there, but it's pretty easy. The new CC blendshapes don't seem to include specific visemes anymore either. They're just combos of the mouth-muscle shapes.
AverageJoe
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wendyluvscatz (9/25/2015)

yeah sucks eggs

 I liked the name of the video... and honestly Wendy, I don't think I've ever been that bored... :D  Having to do this tedious, meticulous work is the exact reason I started using iClone in the first place, so I wouldn't have to do that...  
wendyluvscatz
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yeah sucks eggs





AverageJoe
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mtakerkart (9/25/2015)
@wizaerd

Hope this helps:





Thank you, that helped considerably.  Of course, I'm not looking forward to defining all the visemes, but at least I got the eyes working, and most of the major mouth movements.  I'm pleasantly surprised at how well the character actually looks.  Thanx again...

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