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What's New in Character Creator 1.52

Posted By Miranda (RL) 8 Years Ago
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Miranda (RL)
Miranda (RL)
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CC1.52 officially launches today! (Oct 5th)
Other than lots of bug fix and improvement in DRM verification mechanism, there are two main new features in CC1.52. First, users are able to do FBX export with body motion and facial expression; second, multi-layering dressing adjustment is largely simplified by the advanced "Auto Hide Mesh" function. Please find more details below.


New Features
1. iMotionPlus can now be exported with the character in FBX format.
2. The improved exporter lets one adjust the animation frame-rate when exporting an animated character. >> Know more
3. Auto Hide Mesh function, with a simple click of a button, inner meshes of layered clothing are hidden from view. >> Know more

Enhancements
1. Added quick switch between Conforming Cloth and Cloth Layer Settings.
2. The "Hide Inner Mesh" option in the "Conforming Cloth" panel now became "Resume to Content Settings" in the "Cloth Layer Settings" panel, which makes it easy to work with cloth layer changes. 
3. Added "Universal T-pose Editing" option when exporting FBX. >> Know more
   - Check it on to include T-Pose alignment for round-trip editing when creating CC assets using other 3D tools.
   - Unchecked it if you wish to purely export the character and selected motion to other 3D tools, for example, publishing your character to Sketchfab.
4. Enhance the mechanism of DRM verification, which improves the verification speed while less error prone. >> Know more


Fixed Bugs
1. Character Creator FBX export for Lightwave unusable. (Feedback Tracker #651)
2. Sculptris OBJ files crash CC 1.51. (Feedback Tracker #619)
3. CC 1.51 crashes when importing OBJ file that was previously exported from Sculptris / Blender to create a morph Slider. (Feedback Tracker #617)
   *The option "Keep Vertex Order" must be checked when exporting the OBJ in Blender
4. CC character's clothes can't display correctly in iClone project. (Feedback Tracker #653)
5. CC cloth not conforming to the character when sent to iClone 6 PRO. (Feedback Tracker #647)
6. The actor's eyes and teeth visual defect after having dragged in custom morph sliders. (Feedback Tracker #620)
7. Failed to display Substance items for cloth when changing the type from hair to cloth. (Feedback Tracker #604)
Edited
8 Years Ago by Miranda (RL)
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New Features and Enhancements part 1

Export FBX with Body and Facial Animation
From CC1.52, users can export not only characters with iMotion, but also .iMotionPlus in FBX format, which means it carries all body and facial morph data when exporting.
This function brings two benefits:
1. Users can fully display the animated character with facial lipsync and expression edited by iClone.  
2. Users can get the full original facial morphs and blend shapes for each key frame, there are 36 morphs for expression, and 15 morphs for lipsync.
By using all those source morph data, users can reedit the same character using 3D tools such like Maya, 3ds Max, Blender, Lightwave.
*Note: Once the blend shapes of the CC character are modified in other 3D tools, you are not allowed to bring the character back to CC for further editing.

Export to Maya, you can find that the blend data change by frames.
http://i.imgur.com/0NjHUhs.gif

Export to Blender, you can find that the blend data change by frames.
http://i.imgur.com/PblByEf.gif

You can get the full facial blend shape sliders of CC Character in Maya.
https://forum.reallusion.com/uploads/images/fa0a1890-ba8d-4d94-8935-9ab8.jpg

You can get the full facial blend shape sliders of CC Character in Blender.
https://forum.reallusion.com/uploads/images/5217d347-d7af-4e03-b2f7-16ad.jpg


Modify the Frame Rate when Exporting Character with Motion
Originally, the export frame rate of IC is 60fps, so as the frame rate of iMotion and iMotionPlus.
In CC1.52, users have the flexibility to export animated data in the specified frame rate to match the frame rate settings in your 3D tools or video editing environment. 

CC Export panel UI
https://forum.reallusion.com/uploads/images/a6dcd1e5-ecfc-4209-9d4b-afde.png
*Please keep "Universal T-pose Editing" checked if you want to move the FBX files back and forth between CC and 3D tools when designing 3D contents for CC character.
*Unchecked it if you wish to purely export the character and selected motion to other 3D tools, for example, publishing your character to Sketchfab. >> Know more

Set the fps in the destination tool, take Maya for example.
https://forum.reallusion.com/uploads/images/fa01a3a5-cb47-48ee-af0c-79b1.jpg



Edited
8 Years Ago by Miranda (RL)
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New Features and Enhancements part 2

The "Mesh Editor" feature in CC1.5 gives users and developers the freedom to refine the surface look, also be able to use "Hide Mesh" function to remove selected meshes. In CC1.52, we move forward to support "Auto Hide Mesh", which automatically calculates the over-lapped mesh from multiple dress layers, and quickly hide the unwanted faced in one-click!

The Benefits of "Hide Mesh"
1. To solve the surface penetration issues caused by the protruding shapes of the meshes of inner clothes.
    Especially when users mix and match outfits from different cloth design sources, they might not follow the same "hide mesh" rules.
2. To keep the shapes of clothes.
    Using the conforming cloth method might affect the shapes of clothes, while "Auto Hide Mesh" feature solves the surface penetration issue without losing the best looks of outfits.
3. To decrease the file size by reducing the polygon counts when exporting the character in OBJ or FBX format, which largely increases the performance in real-time animation or 3D game engine.


"Auto Hide Mesh" Features
1. Hide overlapped mesh
2. Keep the inner mesh when there are transparent materials on the upper layer
3. Auto resume mesh beneath when deleting the outer clothes
*This is the project-level changes, the hide mesh settings won't be saved back to the individual outfit assets

How does it work?
1. Wrist, head, neck, lower neck, and shoulder areas are always shown, thus are ignored in the algorithm.
2. Vertex weighting are individually evaluated for the bind bone.
3. A ray is sent from the bind bone to the vertex hiding the geometries that lay between it and the outermost mesh.
https://forum.reallusion.com/uploads/images/f0b173f6-730d-443c-9383-ec06.gif

https://forum.reallusion.com/uploads/images/9ec1352c-2cff-4599-8abe-62cf.png


User Interface
- Auto Hide Mesh: click to calculate the whole dress and hide unnecessary mesh from the on-screen character 
- Restore Content Settings: restore to the default content design settings 
*Reallusion use in-house Hide Mesh settings when designing dress content to ensure the best result when there are multiple layer of dressings on the character. We also use this mechanism to make different outfit packs has the best Hide Mesh compatibility. 
https://forum.reallusion.com/uploads/images/6ac73f11-3233-4ec4-918e-662a.png

*In CC1.52, we made some UI change to give users more convenience in operating. That is, the "Hide Inner Mesh" function used to be set up in the "Conform Clothing" panel. Now all the related functions are back to the "Cloth Layer Settings" panel.
https://forum.reallusion.com/uploads/images/a3f2c3c4-0ce1-4324-9f2e-7e8e.png https://forum.reallusion.com/uploads/images/bdbb39d6-ace3-4b4e-88fc-45a2.png


Demonstration


Case 1:Single layer of dress

1. Open the "Conform Clothing" panel, and click Cloth Layer Settings
2. View the jeans in the X-Ray mode
3. Click the "Auto Hide Mesh" button and check by the X-Ray mode. You will find that the skin mesh under pants are well-hided, however, the skin beneath the holes on pants are kept.
https://forum.reallusion.com/uploads/images/99c84a0c-1464-4fd0-8e63-1f7e.gif

4. If you want to cancel the result of auto hide mesh, click "Restore Content Settings' to back the default content settings.
https://forum.reallusion.com/uploads/images/e13714f1-6c27-486d-96e4-a87a.gif


Case 2:Multiple layer of dress
1. Get the character with multiple dresses including overalls, apron, underwear, boots, and click the "Auto Hide Mesh" button
http://i.imgur.com/wc4ISsD.gif

2. Manually fix the parts not hided correctly, which usually to be the intersections of two layers of meshes
http://i.imgur.com/DPiZgEY.gif

3. View the character in X-Ray mode, and you may find that the meshes of overalls, underwear, skin under the apron are well-hided.
http://i.imgur.com/uDssUHu.gif

4. If you remove the content from the character, the hided mesh under this content will be resumed automatically.
http://i.imgur.com/hJDydMm.gif


"Auto Hide Mesh" vs Conforming Cloth by "Run Collision"
Using the conforming cloth method might affect the shapes of clothes, while "Auto Hide Mesh" feature solves the surface penetration issue without losing the best looks of outfits.
https://forum.reallusion.com/uploads/images/0010bc96-0259-4c42-9ab1-69a0.gif


Note: some parts of meshes required further mesh editing after running "Auto Hide Mesh"
1. Skirt: due to the mechanism of "Auto Hide Mesh" function, the mesh of legs will be hided. If the view angle is from the bottom to the top, you will find there is no legs under the skirt, which is terrifying.
https://forum.reallusion.com/uploads/images/15811121-2468-466b-86f9-5393.gif

You can easily use Mesh Edit to resume wanted leg parts
https://forum.reallusion.com/uploads/images/f1230d30-761c-46fb-be3d-bbc5.png


2. Intersections of two layers of meshes: 
https://forum.reallusion.com/uploads/images/7891c78c-88b6-4d9f-ac56-4b2b.jpg

You can use the same "Mesh Edit" feature to fix this minor issue.


Edited
8 Years Ago by Miranda (RL)
Miranda (RL)
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New Features and Enhancements part 3

Purely Export The Character and Selected Motion File in FBX Format
If you want to purely export the character and selected motion file to other 3D tools, please deselect the option of "Universal T-pose Editing", so that the character will pose like the first frame of the selected motion, instead of keeping in T-pose.

Publish CC Character to Sketchfab
Interface:
https://forum.reallusion.com/uploads/images/56b29e8d-5710-466b-a236-9723.png

Watch the full process of publishing CC characters to Sketchfab: 


Try how the character looks in Sketchfab:


Here is a tip to save view as the thumbnail image.
https://forum.reallusion.com/uploads/images/19076c5a-a097-4229-831b-3696.png


For more tutorials about Sketchfab workflows:
iClone-3DXchange-Sketchfab
- Flow of 3DXchange to Sketchfab: https://youtu.be/-A9P97d9sqY

General case:
- Manually assign PBR textures in Sketchfab: https://youtu.be/Sr36EH_Ajw0
- ZIP all textures as a package and automatically assign PBR textures at once: https://youtu.be/ubTpYkrPHKA


Edited
8 Years Ago by Miranda (RL)
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New Features and Enhancements part 4

DRM verification is designed to protect the property of content assets, and to authorize the rights of using contents. In the past, the verification process may be interrupt due to unstable internet connection. If the verification fails, there will be watermark displayed on view. In CC1.52, the DRM verification mechanism is largely enhanced to reduce errors and increase verification speed.

Execute "Content 1-Click Activation" to verify all installed contents in one time
When executing Content 1-Click Activation from "Help" of Menu bar, it will 
- collect all content header information
- send batch information to server and verify all in one time 
- extend the time to recheck if it fails to connect to the server, and keep rechecks if it still fails
- report how many scanned, how many updated, and how many failed

Execute "Content 1-Click Activation" to verify all installed contents in one time.
https://forum.reallusion.com/uploads/images/78d277a8-33a3-4fde-82d9-88ab.png

The result window pops up when the activation process ends.
https://forum.reallusion.com/uploads/images/521b3732-d314-4a0b-91a5-aed3.png

Click "Show Detail" to know more.
https://forum.reallusion.com/uploads/images/eba0fd29-1580-4ac1-a002-c702.png

Edited
8 Years Ago by Miranda (RL)
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Excellent enhancements and fixes, thank you very much. SmileCoolSmooooth

Gerry



System: Win 10 Pro (21H2), Asus X99-E WS, CPU i7-5930K -3,5 GHz, 32 GB DDR4 2666-16 RAM, NVidia GTX 1080 Ti GPU - 11 GB VRAM(Driver Studio-536.99), Samsung 850 Pro 512 GB SSD, 6 TB HD storage.


hj
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Why you do not correct the obj-body-export from CC 1.52 ??? CrazyCrazy
The tounge is further in the body-export

https://forum.reallusion.com/uploads/images/4535de8d-592f-4863-8a88-8567.jpg


Autocad mesmixer-obj does also not work

https://forum.reallusion.com/uploads/images/fb315595-3581-4e1c-b74d-c976.jpg

best
hj



Fehler gehören zum Leben.
Was zählt, ist, wie man auf Fehler reagiert
Niki Giovanni
https://forum.reallusion.com/uploads/images/1a2f83b8-b491-4e74-bf8b-6a98.jpg

Edited
8 Years Ago by hj
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Thanks for the update team RL. Smile
Lily(RL)
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hj (10/5/2016)

Autocad mesmixer-obj does also not work

https://forum.reallusion.com/uploads/images/fb315595-3581-4e1c-b74d-c976.jpg

best
hj


Hi hj, 

Thank you for telling us the issue, Could you provide this OBJ file to us?


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Hi

Thank you for telling us the issue, Could you provide this OBJ file to us?


that not the first time, i told it.  Look at support ticket 100588

you will find the files in your "support-ftp" in the folder :  cc-1.51-OBJ/cc-ganz-mann1.obj from 8.08.2016
I got a answhere from peter, that this will correct with the next update also the issue with the "tounge" in the CC OBJ Body-export.

best hj



Fehler gehören zum Leben.
Was zählt, ist, wie man auf Fehler reagiert
Niki Giovanni
https://forum.reallusion.com/uploads/images/1a2f83b8-b491-4e74-bf8b-6a98.jpg

Edited
8 Years Ago by hj



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