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Message
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hirospot
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hirospot
Posted 9 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 241,
Visits: 5.9K
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Hi, I made an Animation Model by CC Base Model with utilizing low poly 3D Character Shape in the CadNav.com. I' m afraid whether this approach meets the contest rule or not. DDS Texture format was was converted, cloth and accessories were copied and detached for the CC Base body exported from Character Creator. CC Base Body with Calibration Motion was used to attach and skin the cloth and accessories in the Max. The basic process is reported in my report. http://hirospot.web.fc2.com/FantasyGirlFairy_CCModel/index.htm Please also visit my trial Video.: https://www.youtube.com/edit?video_id=JhtNmwda_20
Thank you, Hiro Nakazawa
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Cartoon Components
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Cartoon Components
Posted 9 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 54,
Visits: 398
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Hi Everyone! I'm a little late to the contest, but my name is EJ Johnson Jr aka Cartoon Components and I'm very new to creating 3d characters... After many years of drawing vector characters I was going to start telling animated stories after I purchased RL's Crazy Talk Animator 2.... Then I Discovered Character Creator and I was Hooked. I primarily use CC 1.5, Iclone6 pro, 3d Xchange, Daz3d, blender and Sculptris. I've been creating characters for a few months now and was greatly inspired by such creators as Tobias of TokoMotion among others... I hope someday to expand my characters and custom CC character morph packages for others to use, but in the meantime will learn and grow and keep watching all the great creations others are making. The character I will be entering will be Super TINY Gurl, from drawing to CC.
75% of original size (was 669x19) - Click to enlarge
I stared with creating a character in CC 1.5
75% of original size (was 669x19) - Click to enlarge
I then found a bodysuit in Daz3d...
75% of original size (was 669x19) - Click to enlarge
I then exported through 3dXchange and did additional morphing, editing, parenting and weight painting in Blender...
75% of original size (was 669x19) - Click to enlarge
I then imported the items into CC1.5 and animated with Iclone 6 Pro
75% of original size (was 669x19) - Click to enlarge
75% of original size (was 669x19) - Click to enlarge
Contest Entry https://youtu.be/ompZE9gb3QY
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Miranda (RL)
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Miranda (RL)
Posted 9 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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AdventDestiny (8/24/2016)
Well something seems to have happened with my trial version of Character Creator, and now I can't access any of the body controls. Normally there's this panel on the left side of the interface that has a selection of default body, face, and clothing types, but instead there's this; 75% of original size (was 669x19) - Click to enlarge I try and click on these folders, but it doesn't go anywhere. I also can't access any of the modification sliders. What the heck happened? Hi AdventDestiny, it seems some data was deleted, the fast way to fix it is re-installing the software. All the files in the custom folders will be well-protected.
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AdventDestiny
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AdventDestiny
Posted 9 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 39,
Visits: 782
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Well something seems to have happened with my trial version of Character Creator, and now I can't access any of the body controls. Normally there's this panel on the left side of the interface that has a selection of default body, face, and clothing types, but instead there's this; 75% of original size (was 669x19) - Click to enlarge I try and click on these folders, but it doesn't go anywhere. I also can't access any of the modification sliders. What the heck happened?
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Mythcons
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Mythcons
Posted 9 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 455,
Visits: 3.2K
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I know I asked this question, but just to clarify, we are allowed to submit more than one character design? I know we're allowed to submit more than one video, but I'm not sure if that translates into separate character submissions.
I learned a lot through this contest that I'd like to incorporate into another design. If not, no worries.
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remiam
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remiam
Posted 9 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 9,
Visits: 66
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Hi guys, I would like to know which countries are admissible? I'm from Montréal, Québec in Canada and would love to participate.
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wungun
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wungun
Posted 9 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 416,
Visits: 3.5K
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ChancePayne
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ChancePayne
Posted 9 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 2,
Visits: 40
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Thanks for the clarification, Chuck. Making my way through the tutorials you linked to. Cheers!
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Chuck (RL)
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Chuck (RL)
Posted 9 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 227,
Visits: 2.1K
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ChancePayne (8/4/2016)
1) Use Character Creator to create a rigged base mesh for my character. 2) Export the base mesh as an OBJ, sculpt and texture the character in Zbrush and Substance. 3) Bring the sculpted changes back to Character Creator by adding a custom morph slider using the sculpted OBJ out of ZBrush. Export the rigged, morphed character out of CC as an FBX. 4) Adjust the skinning of my CC-rigged character and any accessories/clothing made for it in Maya, save as FBX. 5) Use iClone for it's animation abilities, export as animated FBX. 6) Render my animated character in Maya.
Hi ChancePayne, For step 4 you can just export from CC directly into iClone as an iAvatar file and proceed to step 5. From step 5 you'll need 3DXchange to export the animated character as an FBX file as Character Creator does not support multi-frame animations. For more information you can watch the tutorials on this page: http://www.reallusion.com/iclone/character-creator/tutorial.html?tab=1-Chuck
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ChancePayne
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ChancePayne
Posted 9 Years Ago
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Group: Forum Members
Last Active: 9 Years Ago
Posts: 2,
Visits: 40
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Hello. I want to start by thanking Reallusion for putting this contest together, looks like a fun way to try out your tools which I haven't had the opportunity to use yet. I hope this is an acceptable place to ask a few questions about the Reallusion tools and workflow.
From the research I've been doing on Character Creator and iClone, my overall workflow for this contest would seem to be something like:
1) Use Character Creator to create a rigged base mesh for my character. 2) Export the base mesh as an OBJ, sculpt and texture the character in Zbrush and Substance. 3) Bring the sculpted changes back to Character Creator by adding a custom morph slider using the sculpted OBJ out of ZBrush. Export the rigged, morphed character out of CC as an FBX. 4) Adjust the skinning of my CC-rigged character and any accessories/clothing made for it in Maya, save as FBX. 5) Use iClone for it's animation abilities, export as animated FBX. 6) Render my animated character in Maya.
I would like to avoid doing any rigging or animation from scratch, and I think iClone/CC will help with that but I am a little unsure of the overall iClone/CC workflow for something like this. Is there anything I need to keep in mind in order to preserve the rig that is created in Character Creator all the way to the end of the pipeline for my finished character? Does any part of this basic outline seem incorrect? Where does 3DXchange come into play?
I had an idea for sculpting a morph in ZBrush and using that as part of the animation of my contest character. Is it possible to create a custom morph in Character Creator and then bring this morph slider with your character into iClone as an animatable slider?
Thanks for the help!
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