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Tutorial 1: Creating Morph Slider from OBJ or iAvatar

Posted By Eric (RL) 9 Years Ago
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Tutorial 1: Creating Morph Slider from OBJ or iAvatar

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GreedyPeopleSuck
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GreedyPeopleSuck
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vidi (12/11/2016)
Why do you have to use Character Creator to use CrazyTalk if you do not need it to use iClone?

In this case, CC is the obj. Importer for the Morph target
The 3D CrazyTalk Head is nothing more than the RL CC Character Mesh.
You can only reshape the base CC mesh, as a morph target,  similar  DAZ Studio Genesis works. A uniform Mesh deform to  many Shapes.


I've only used ZBrush, Blender, and Max  when it comes to 3D. I get blendshapes and morphing, what I don't get is this process. What's the point of the very nimble animation workflow if you can't import art properly?

iClone 6 has a nice UI, but the rendering is early 2000s for now, and I mostly want to quickly do facial animations in Crazy Talk. It can't be possible that nobody thought of using a life like model in Crazy Talk before, no?

You cannot subdivide, it's madness. 75% of original size (was 668x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/b13e649d-acb2-48b8-8cc7-139f.png



Delerna
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Here is how i see it
Character creater is a tool that enables users to easily manipulate the shapes of many of a characters body parts with sliders.
It is quite Similar to Daz.. Using these sliders you can make all kinds of characters for use in iClone

These sliders move specific vertices of the character around to change the shape of that part of the character.
For these sliders to work then the characters mesh structure must always remain the same. You can export the character from CC and change its shape by moving the vertices around. But if you want to be able to bring that character back into CC you cannot add or remove vertices edges or faces. CC wont let you bring the character back into CC if you do that because the morph sliders will no longer work. DAz is exactly the same.

If you want to bring a character that has the mesh modified back into iClone then you need to load it into 3dXchange as a non standard character.
You will be able to animate it in iclone but you will not be able to bring it into CC.
Again, CC is a tool to make character modifications easy for users. But it only works with the base characters that it comes with. All those characters have the same mesh and bone structure and you cannot change that structure if you want the character to work in CC




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GreedyPeopleSuck
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Delerna (12/11/2016)
Here is how i see it
Character creater is a tool that enables users to easily manipulate the shapes of many of a characters body parts with sliders.
It is quite Similar to Daz.. Using these sliders you can make all kinds of characters for use in iClone

These sliders move specific vertices of the character around to change the shape of that part of the character.
For these sliders to work then the characters mesh structure must always remain the same. You can export the character from CC and change its shape by moving the vertices around. But if you want to be able to bring that character back into CC you cannot add or remove vertices edges or faces. CC wont let you bring the character back into CC if you do that because the morph sliders will no longer work. DAz is exactly the same.

If you want to bring a character that has the mesh modified back into iClone then you need to load it into 3dXchange as a non standard character.
You will be able to animate it in iclone but you will not be able to bring it into CC.
Again, CC is a tool to make character modifications easy for users. But it only works with the base characters that it comes with. All those characters have the same mesh and bone structure and you cannot change that structure if you want the character to work in CC




Yes, I already can do that. I have zero need for Character Creator as a ZBrusher. It's useful for mockups and dev art only. It's shouldn't be needed, but for importing to Crazy Talk 8 it is.  Crazy Talk has very good results for what I want. I want to animate the face of a higher poly model since it exports in 4k. The Character Creator is crippled to 14,000 polys. You cannot import a subdivided model.

I would gladly work in 2D with a workflow to CTA3, but again CTA3 is crippled and you cannot work with raster g3 characters in 360. The wonderful g2.5 has a very awful vector workflow that makes doing it 3D faster if you want to animate multiple angles. Sigh, CTA3 could be good.

It looks like the key for OBJ import is only for DRM to protect models in the nearly pointless asset store. The program is intentionally cucked for this reason.  :-(  All this DRM and it seems like the program suite is pirated by most users. DRM will not stop people from stealing, in this case it looks like the opposite. 

This tutorial and this thread has helped reconcile the uniformly poor documentation. Whomever designed the UI for the RA suite is a genius. Whomever is doing the graphic design well...let;s play a game. Which program is which? 75% of original size (was 668x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/2f8771dc-7e11-4f12-8fe0-f44b.png
Delerna
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Iclone, 3dXchange,CTA,CC,CT8

I was mainly saying why you cant change the meshes in CC
I dont use CT8 to animate so i wasnt aware that you had to use CC to import 3D heads into CT8.
Cant say anything about CT8 because i dont use it but sounds like it mightnt have been a good thing to make CC the only way to import into CT8

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Delerna
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Actually, i though Crazy talk 8 was a 2D head animation software?
I know you can load a 2D head photo into it and use the photo to make a 3D head which can then be animated.
I knew you can export that 3D head for use in iClone through CC

But can you import a 3D head into CT8?

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vidi
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I think your problem is still at the moment, understanding  of all the tools, techniques and workarounds. it End here   in a Turning in the circle
I have no need for Character Creator as ZBrusher. It is useful for mockups and dev art only.
Actually I use zbrush to create all of my moprh for the CC character.

Maybe with more knoweledge in the future  you will understand what we here try to explain .

Good luck to finding your pipeline 


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liebe Grüße vidi




GreedyPeopleSuck
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vidi (12/12/2016)
I think your problem is still at the moment, understanding  of all the tools, techniques and workarounds. it End here   in a Turning in the circle
I have no need for Character Creator as ZBrusher. It is useful for mockups and dev art only.
Actually I use zbrush to create all of my moprh for the CC character.

Maybe with more knoweledge in the future  you will understand what we here try to explain .

Good luck to finding your pipeline 


I shouldn't have to find any pipeline, it should be clear in the documentation.

I don't know how I missed, but I found this: https://www.youtube.com/watch?v=BFWnWDUk2lM&index=1&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J

The guy with the Asian accent is finally what I was looking for. Now it makes sense why Character Creator exists. Well almost everything makes sense. It's also very clear I was wrong about a few things, but my instinct is very correct. There are major issues with the scope of the software.

The asset store is a waste of time, and it's not a justification for DRM. It may have sounded clever on paper to monetize, but this software is best focused on the animation part, and pipeline to video games. The UI is amazing for doing projects on a small team or individual. If you have a large team, of course there are infinitely more complex ways you can do things. Nowhere in any of this do people have an interest in buying low quality assets.

I'm not happy about having to resculpt for Crazy Talk, I hope this will be addressed, and I sent a support ticket to figure out how I can import a subdivided model back into CC. It errors. 




vidi
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] The guy with the Asian accent is finally what I was looking for 

Conforming Mesh  or import a own character are 2 different things.

You can only bind an additional Mesh  to a CC character . I do not think that is what you are looking for. It would  waste of time to keep on that idea

I think, You want to import your own 3D sculptured and subdivided character, but that is not the goal of CC or CT8.
You can only import FBX as Nonstandard Character to iClone via 3D xchange.  

 
 ... and pipeline to video games
 I can get a subdivided model back in CC

I guess you are a beginner in game development? because
Subdivision a model is not the best idea to make video games 

Low poly number does not mean low quality but more power in real-time render engines


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animagic
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@nadiak: I think you confuse your own opinion with universal truth. iClone and associated products are not just a pipeline for video games. Doing some research would easily make that clear. You may not like the asset store, but I have found it very useful as a time saver when I make my films. There is really not just one way to look at things, as vidi already aptly explained to you.

Occasionally someone new comes barging in, telling us that RL got it all wrong and that the end of the world is near if they don't change their ways. It's between amusing and irritating, and it usually blows over. In the meantime RL is still in business, I believe for about 15 years now. 





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