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Is It Possible in CC2 or with Iclone 7 To Reduce Polys?

Posted By clearsitedesigns 9 Years Ago
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but0fc0ursee
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clearsitedesigns,

LOD for  game engines.....must be done before "Morph creation."
CC gives you approx. 70 morphs / visemes.
Once you change the "Base Mesh LOD"... you MUST create NEW morphs to MATCH your change.
...otherwise it will not morph.

Example: You create (2) levels: (Low and High)
~ Low res Base.... make NEW morphs
~ Medium res Base.... CC with 70 morphs / viseme's provided.
~ High res Base..... Yep, make NEW morphs

Morphing:
~ One set of morphs will not work with (3) levels of "Different Vertex Count and Order."
________________________________________________________________________________

Imagine iClone providing LOD. That would mean iClone would provide the 70 NEW morphs for EACH Level!  :w00t::w00t:
...Gamer Creators Dream! :Wow:

vidi
vidi
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I was thinking as a way to have lower-poly clones as background characters.
In this case you can retarget any humanoid  character with 3d xchange, no matter how much  polygons or where the figure come from.  


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animagic
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vidi (10/30/2017)
for what purpose ?

I was thinking as a way to have lower-poly clones as background characters.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

vidi
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for what purpose ?


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animagic
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I wonder if the LOD versions could be imported back into iClone via 3DXchange.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

modernstoryteller
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Good news: I've just discovered there is a way of automatically decimating skeletal meshes with Unreal, although it's very obscure and not well documented. You have to use Simplygon. Unreal's limited documentation is here and a setup video is here.

Hope this helps other Unreal devs!
modernstoryteller
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Kelleytoons I can see you're trying to help, but I think there has been some confusion.

1. Daz isn't part of my pipeline. I'm taking characters from CC to iClone to 3DXchange to Unreal. I'm not sure if Daz's decimation tools would be of any use to me, but please let me know if I've overlooked something?

2. Video game engines (like Unreal) need to use LODs ("Level of Detail"); 2 - 3 versions of the same mesh with lower and lower poly counts, so that if a character is in the distance occupying only a small part of the screen, the original model can be swapped out for a lower-poly model to reduce the rendering cost and improve performance. So I need to continue using iClone 7, and I need to find a streamlined way of reducing polys of my iClone models to create LODs for each character model I create.
vidi
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Reducing CC character?  They are already optimized 

Maybe in a iClone World for create movies,   but the OP want create LODs for in-game

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Kelleytoons
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Reducing CC character?  They are already optimized -- not the high poly that Daz stuff has (and you can easily reduce the texture count by exporting out of CC).  

For anything really low poly (like crowds or even really lo-res game stuff) you shouldn't be using CC anyway -- iClone 5 or below would work.



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Mike "ex-genius" Kelley
vidi
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No, but you decimate there BEFORE you bring the character into iClone.

and how should  this possible ? ;)
If you want to reduce the poly count of an Iclone or CC2 character with animations


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