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Is it too much to ask for that 3DX shows exactly what a model will look like in Iclone

Posted By bluemidget666 9 Years Ago
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Is it too much to ask for that 3DX shows exactly what a model will...

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bluemidget666
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Posted 9 Years Ago
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Just wasted 6 hours assuming the 3DX 5&6 showed how the model will be in iclone 5 & 6.
this in 3dx
https://forum.reallusion.com/uploads/images/83cded06-aff0-4de4-9961-d6d0.png
now what it looked like in both Iclone 5 & 6
https://forum.reallusion.com/uploads/images/a56b5da2-e83e-4d0f-8d37-baf1.png


GRRRRTRR and Rudy GRRRRRR again.




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duchess110
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Agree 100% bluemidget666.
I have had similar issues the mesh skinned to Character looks good in exchange no skin poke through, but in iClone 99% of the
time under the armpits the skin shows through. It obviously looses something in the transfer between programmes.


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planetstardragon
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i've seen similar,  i believe it has to do with the bones you chose and the weightmaps they affect.  - it happens a lot with messiah rigs i import actually....I've learned that the less bones you select - minimum requirements -  no extra bones,  the better the model functions. so if by chance you are adding extra bones on your rig in the 3DX retarget mode,  that could be causing it

I know the feeling though,  i basically took a vaca from 3D because every time I pause from making new music to make videos,  I'm bombed with a ton bugs and spend more time figuring out work arounds than actually getting stuff done ....   it just burned me out last round and I actually abandoned my latest video project,  and can't finish 2 gigs because of it...heh...


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bluemidget666
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Glad its not just me then soo annoying.

The bone explanation makes sense, its a make human model  with extra bones around the collarbone and breast because the ones with less bones just would not rig right.
So now I know the issue I have a way forward but still 6 hours gone because 3DX works different to Iclone.
That is SOOOOOO annoying, so I will be starting from scratch again tomorrow instead of finishing tonight.

I am still very much in the GRRRRRRRR frame of mind. :)

P.S did i mention how annoying this is ?




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Rampa
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Makehuman characters can be very tricky that way. You need to check with some different poses in 3DX. Looks like you were just using the t-pose. If you put the character into a t-pose in iClone, it should look the same.

Make sure you are using the Makehuman 1.1. I think it is still the "nightly", but it has a t-pose to set the character to before exporting. that will really help. But yeah, it's the same weighting issue that I ran into a lot!
bluemidget666
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Hay SwoooooP
can I fix the fbx version in 3dmax ?




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bluemidget666
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If I exported a fbx version from 3dx is there anything in max that would fix the issue.



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bluemidget666
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Its going to be about an hour before I can get on the comp can you elaborate a bit on how to do your steps after importing the fbx.
cheers




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bluemidget666
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For this I will be using max 2016.

I see now that the issue is as Rampa described (Sorry RL) 
the there is 0 weigh on the chest area.

So I am not sure if a start from scratch approach is a better option







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bluemidget666
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Its a make human mesh but I have shaped it well over its limits :(
So the chest area is not being effected and you can see where the weight mapping influence  ends.

https://forum.reallusion.com/uploads/images/7c5c626e-54ad-4a99-9e8e-fd62.png




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