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Taking CC beyond human characters

Posted By hattori kun 7 Years Ago
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hattori kun
hattori kun
Posted 7 Years Ago
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Last Active: 2 Years Ago
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Wonder if its possible to create really different characters in CC like this crocodile pirate.
http://www.3dtotal.com/galleries/image/Cartoon/8011-crocodile-pirate-by-arik-newman-cartoon
http://www.3dtotal.com/admin/new_cropper/gallery_736/2016-12-27(48939)_arik-newman-crocrender12.jpg
mtakerkart
mtakerkart
Posted 7 Years Ago
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Tokomotion can regarding what he done:

https://forum.reallusion.com/FindPost310767.aspx

https://forum.reallusion.com/FindPost305595.aspx

But he use Cararra and other app I think.
hattori kun
hattori kun
Posted 7 Years Ago
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They still look very humanoid. Except of the cyclops.
Btw I'm strictly pointing out CC. Seems to be limited to human looking characters.
Outside of CC its no problem. We can always use zbrush then rig the character and import it with 3dxchange.
But CC I haven't seen how much users can push it to create something unique.
freerange
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Posted 7 Years Ago
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If they move to a quad base mesh and give you a lot of control for make it easy to make body part specific morph sliders from outside programs I could totally see it happening since they use blendshapes for the face instead of bones. Bonus if they integrate rigging tools to adjust the rig for highly stylized characters

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7 Years Ago by freerange
Mythcons
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I'm experimenting with pushing CC into 'semi-humanoid' realms. The furthest I've gone is a werewolf, though.

It would be nice if Reallusion introduced some non-humanoid CC compatible models. A quadruped model would be a nice start.

WarLord
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I've done a lot of them since CC 1.0 but most have been very basic like frogs, howard the duck type. I'm not a skilled animal modeler so most are very human bipeds. I do believe from the below experiment a lot of folks in this test could do it. There are some good modelers here. I started off wrong with the snout so I couldn't get the mouth open all the way down the sides for a wide open mouth shot. The mouth does work but I've never been very successful in moving the lips very far. Maybe someone here knows. This model is crude and has its limits but it wasn't that long ago we couldn't even think about doing something like it iClone in just a couple of hours or so.... or at all for that matter. 

https://forum.reallusion.com/uploads/images/9db6d234-fe67-484c-bc7f-b6f3.jpg

https://forum.reallusion.com/uploads/images/b906abf3-c51b-4f5d-910f-549f.jpg





Retired Digital Freelancer, Author, and Die Hard Animator No Longer Under Adult Supervision.
Doing what I want to do... instead of what someone else's script forces me to do.
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Rampa
Rampa
Posted 7 Years Ago
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Another thing you can do that might work for you is to create a duplicate body as clothing. Think bodysuit that is not displaced from the skin. Then you hide the actual body. Because it's clothing your free to edit the mesh however you want. I also needn't be the entire body.

There is one limitation with the method, and that is that you must not use it over the face. Clothing does not move with the viseme or expression morphs. It will move and morph just fine with the body.

By UVing the new body parts, you could have a tail with physics (it's cloth, remember). Wink

Here's a girl with a tail bodysuit. I left it white to illustrate what I am doing.

https://forum.reallusion.com/uploads/images/387c0bb6-a074-4166-ad29-1e3e.jpg
Rampa
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There is yet another option that works pretty well, but ends up with a non-CC compatable character. The character will get all the proper facial/viseme morphs applied though.

Use an RL skeleton FBX, and add new bones to it with a third party application. I use Blender. You can then import the modified skeleton FBX character into 3DX. It will prompt you if you want to auto-convert it. If you say yes, it assigns all the standard morphs in the expression editor. If you say no, you'll have to do them manually. So it's a good idea to say yes! Wink

The FBX is characterized at this point, but you still need to open the characterization, select all the extra bones, and set them as extend bones.

Using this method and the previous one I mentioned, you can create both the skeleton, and the body mesh (clothing layer) rigged to the skeleton, including extend bones. Your character will retain full facial capability.

I did put a request into the feedback tracker for extra bones to be set as extend bones when they are imported into CC through the FBX import for clothing. I think it would be a nice extra bit of flexibility.
Edited
7 Years Ago by rampa



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