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Alon Dan
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Alon Dan
Posted 9 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 136,
Visits: 350
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Hey Rampa, Thanks for helping me in this! I may be wrong but I'm afraid that naming is not the issue, I just tried again with a fresh default CC character and I'm having the exact same critical error. Maybe I need to reset my computer and it's a Cache issue? I have no clue what this could be... Before I reset my computer, I just used the same character again (after failed with the default one), so it will be the same I used on the video and I'm attaching a screenshot with the outliner open a bit more wide so maybe you can see the problem? Thanks ahead for any help in this!
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Rampa
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Group: Forum Members
Last Active: Last Month
Posts: 8.2K,
Visits: 62.6K
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When I saw the names of the vertex groups, I saw they had numbers appended to them. Presumably the bones got the numbers appended. This will make it not work. Notice that when it pops up the critical error, it says "CC_Base_Hip" is where the problem is, and that it is missing the specific bone. I suspect your hip is called "CC_Base_Hip00". Skeleton, body mesh, and body materials must follow the proper naming exactly.
I think your base mesh and skeleton were duplicated, and the result was that you ended up using a skeleton with "00" appended onto each bone name.
Start with a fresh export of your character from CC, and make sure the skeleton does not get duplicated. You can duplicate the mesh for your clothing base, but give you should then delete the material(s) from it and assign a new material to it.
It's tricky to spot this issue initially, but once you know it, you can make sure to start with a new skeleton and mesh if it happens.
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Alon Dan
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Alon Dan
Posted 9 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 136,
Visits: 350
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Hey All, Once again I'm back with a nice CRITICAL ERROR and I hope that you guys can tell me what am I doing wrong... Before you watch this video, I want to mention a few things:1. In this video I'm using the most up to date version of Character Creator (1.52) and Blender (2.78a) 2 - I tried importing the FBX with the key into CC (not only the Cloth, Hair, Acc option) = Same critical error. 3 - I tried that same process with different characters and with the default CC character = Same critical error. 4 - I tried with different "cloth" meshes with simple polygons like the example in the video I used a VERY basic mesh. 5 - I tried with "selected only" and without, I still get the same Critical Error. 6 - I tried both parenting ways in Blender: Ctrl+P: Armature Deform and With Empty Groups = Same Critical error.
I thought something is wrong with the Character first, so as I mentioned I did try the default CC character and my other few characters but had no luck, it's probably something in Blender settings but I'm out of ideas. Can you please tell me why I get this error and how can I fix it? I'm fighting with CC and Blender to get a decent workflow... I wish it wasn't that complicated but I can't complain it's probably my stupidity, and I bet you guys could point what I'm doing wrong when you'll watch the video example. Here you go:Sorry about my bad English and Thanks ahead for any help! :)
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justaviking
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justaviking
Posted 9 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 8.2K,
Visits: 26.5K
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nadiak (1/2/2017) Embarrassing edit, but it is 100% this.Welcome to the club. :blush:We've all had our turn. I know I've done far, far worse. Thanks for letting us know what the problem was.
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity... Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual monitors. Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD
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GreedyPeopleSuck
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GreedyPeopleSuck
Posted 9 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 94,
Visits: 357
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rampa (1/1/2017) There is something I've managed to do in Blender that can rename them with a number after the name. I've run into that a couple times. Check your mesh names too, the same thing can happen.
Embarrassing edit, but it is 100% this. One of my laptops imports with numbers after most, but not all of the materials, another doesn't. I will try to find out why and report back now. This is the most aggravating bug ever. I think RL needs to simply add a Regex routine on imported files to ignore the ".0001" suffix after any imported file name so it imports.
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GreedyPeopleSuck
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GreedyPeopleSuck
Posted 9 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 94,
Visits: 357
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rampa (1/1/2017) From Alon's picture of the critical errors, it looks like the material names got messed up. There is something I've managed to do in Blender that can rename them with a number after the name. I've run into that a couple times. Check your mesh names too, the same thing can happen.
If you do have a name with a number appended, delete the number so you have the original names for materials and meshes (body meshes. Cloth names can be whatever). CC will only accept body mesh and material names that are exact.I'm getting things to import and export from Blender 2.78a finally using CC 2.0. CC 1.52 just throws errors using the exact same process. It imports the body textures fine, but the hair doesn't import even though the textures all show up fine via fbx import. Importing hair/clothing results in a familiar missing hip bone error half the time as well. I'm going to sleep on it and see if I can figure it out tomorrow. It's really a nightmare for something so simple (not that actually sculpting hair is simple or fun). Edit: I'm an idiot, opacity was defaulted to zero. This is CC bug that also affects maya exports. Everything works! Bone issue, no idea. I might have enabled leaf bones by accident. Will try to see if this replicates. https://www.youtube.com/watch?v=oVtxT3I1OYg This works, but I'm just going straight from blender.
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Rampa
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Group: Forum Members
Last Active: Last Month
Posts: 8.2K,
Visits: 62.6K
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From Alon's picture of the critical errors, it looks like the material names got messed up. There is something I've managed to do in Blender that can rename them with a number after the name. I've run into that a couple times. Check your mesh names too, the same thing can happen.
If you do have a name with a number appended, delete the number so you have the original names for materials and meshes (body meshes. Cloth names can be whatever). CC will only accept body mesh and material names that are exact.
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GreedyPeopleSuck
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GreedyPeopleSuck
Posted 9 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 94,
Visits: 357
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wires (12/31/2016)
There were fbx export problems with some Blender versions, however version 2.77a and 2.78 caused no problems. This thread contains some good tips for working with Blender and CC. Thanks! I have had nothing but problems trying to convert Collada to FBX and then on in to 3DXchange. It is not a problem with 3dXchange because it persists with ZBrush and Blender. I'm posting in this thread so someone in the future can find the answer, and I will post once I figure it out. It's easy to import the hair as a prop, but for purposes of Crazy Talk and quick skinning of characters, I think it's best to do it the correct way.
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wires
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wires
Posted 10 Years Ago
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Group: Forum Members
Last Active: 5 days ago
Posts: 5.7K,
Visits: 26.5K
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There were fbx export problems with some Blender versions, however version 2.77a and 2.78 caused no problems. This thread contains some good tips for working with Blender and CC.
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.
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GreedyPeopleSuck
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GreedyPeopleSuck
Posted 10 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 94,
Visits: 357
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Bump. Same error here. https://www.youtube.com/watch?v=E7f__LNUviw Followed this tutorial followed to the T, but doesn't work with latest blender, spits the same error. There is another tutorial using blender, and the author mentions some weird error that is allegedly resolved with Blender 2.77, but checking the release notes, there doesn't appear to be any difference in the versions he was complaining about as far as fbx export. Could this be an fbx version issue? The work around is to use a prop for hair in iClone, but then it won't work as hair in Crazy Talk, which defeats the purpose of having crazy talk.
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