Author
|
Message
|
vidi
|
|
Group: Forum Members
Last Active: Last Week
Posts: 10.8K,
Visits: 40.2K
|
For Remember Miranda (RL) (2/22/2018)
Yes! There will be a bone editing tool, and auto rig function, which implies developers & artists are able to free sculpt the character without worrying about the compatibility issues because of body scale change. vidi (2/18/2018) [quote]OBJ import + Auto Skin + Skin Weight EditingThat sounds so great for me ,maybe RL could implement a Bone editing tool, too ? For e.g. adjusting Eyes and maybe an "adjust rigging to shape" function.
I hope it will come soon but I can not read something of bone editing in the Roadmap How does CC3 Pipeline EditionCC3 Pipeline Edition increase your productivity with its pipeline functions? :Content CreationContent Creation: : Sculpt and paint, round trip ZBrush editing via GoZ. Character auto-skinning that works regardless of differences in proportions.GoZGoZ: Sculpt and paint, round trip ZBrush editing via GoZ. Character auto-skinning that works regardless of differences in proportions. : Import OBJ mesh as Cloth Assets, and apply Skin Weight Transfer from cloth templates or custom imported skin mesh.Auto-Skin Weighting for ClothesAuto-Skin Weighting for Clothes: Import OBJ mesh as Cloth Assets, and apply Skin Weight Transfer from cloth templates or custom imported skin mesh. : Refine the auto-skinned cloth with a spectrum of weight editing tools.Skin Weight EditingSkin Weight Editing: Refine the auto-skinned cloth with a spectrum of weight editing tools. Character RetopologyCharacter Retopology : FBX, OBJExport File FormatExport File Format: FBX, OBJ :Level of Detail (LOD)Level of Detail (LOD): Polygon Optimization: Reduce the polygon count while retaining its original shape and UV data to maintain its original look while gaining significant performance improvements.Polygon Optimization: Reduce the polygon count while retaining its original shape and UV data to maintain its original look while gaining significant performance improvements. Remeshing: Merge all of the geometry and UV maps to ensure minimal draw call without sacrificing visual quality.Remeshing: Merge all of the geometry and UV maps to ensure minimal draw call without sacrificing visual quality.
------------------------------------------------------------------- liebe Grüße vidi
|
|
|
blackhawk
|
blackhawk
Posted 6 Years Ago
|
Group: Forum Members
Last Active: Last Month
Posts: 44,
Visits: 494
|
3d scan to CC: How will this work?
|
|
|
danlcort7
|
danlcort7
Posted 6 Years Ago
|
Group: Forum Members
Last Active: 6 Years Ago
Posts: 26,
Visits: 201
|
thanks for answer me only I need to buy ZBrush
best regard Daniel.
|
|
|
jkinser410
|
jkinser410
Posted 6 Years Ago
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 2,
Visits: 36
|
any option for giving characters different colored eyes coming?
|
|
|
Lord Ashes
|
Lord Ashes
Posted 6 Years Ago
|
Group: Forum Members
Last Active: Last Week
Posts: 1.3K,
Visits: 1.6K
|
Ellessarr (5/26/2018)Another question if i buy the Iclone and get the "free 3.0" i will be able to export the characters to my engine without 3dexchange?? or need it to export them??? only the character not animation When exporting out of CC2 the export is limited by, as far as I know, your version of 3DXChange (although you don't need to open 3DXChange to process the output). For example, I have iClone 7 Pro and 3DChange 7 Pro so when I try to use CC2 to export in FBX format, the action is denied because Pro version only can export in OBJ format. I guess there is the possibility that it is based on the iClone version as opposed to the 3DXChange version but I doubt it...3DXChange has always been the Import/Export tool and thus I am fairly sure it is the 3DXChange version that CC2 uses. I anticipated that the same will be true for CC3 and thus you will need 3DXChange to export from CC. (If anyone knows otherwise...please correct me)
"We often compare ourselves to the U.S. and often they come out the best, but they only have the right to bear arms while we have the right to bare breasts" Bowser and Blue, Busting The Breast
|
|
|
Rampa
|
|
Group: Forum Members
Last Active: 8 hours ago
Posts: 8.1K,
Visits: 60.5K
|
Lord Ashes (5/27/2018)
Ellessarr (5/26/2018)Another question if i buy the Iclone and get the "free 3.0" i will be able to export the characters to my engine without 3dexchange?? or need it to export them??? only the character not animation When exporting out of CC2 the export is limited by, as far as I know, your version of 3DXChange (although you don't need to open 3DXChange to process the output). For example, I have iClone 7 Pro and 3DChange 7 Pro so when I try to use CC2 to export in FBX format, the action is denied because Pro version only can export in OBJ format. I guess there is the possibility that it is based on the iClone version as opposed to the 3DXChange version but I doubt it...3DXChange has always been the Import/Export tool and thus I am fairly sure it is the 3DXChange version that CC2 uses. I anticipated that the same will be true for CC3 and thus you will need 3DXChange to export from CC. (If anyone knows otherwise...please correct me) That is the correct assumption. It will be the same with "CC3 for iClone". You will need 3DXchange 7 Pipeline. It will be different for "CC3 Pipeline Edition". It can export FBX directly (and do a bunch of other cool stuff) without any other software. It is a standalone that costs money. Note that "Pipeline" is used in the name, as it has always denoted export in animated formats.
Edited
6 Years Ago by
Rampa
|
|
|
Ellessarr
|
Ellessarr
Posted 6 Years Ago
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 81,
Visits: 773
|
Rampa (5/27/2018)
Lord Ashes (5/27/2018)
Ellessarr (5/26/2018)Another question if i buy the Iclone and get the "free 3.0" i will be able to export the characters to my engine without 3dexchange?? or need it to export them??? only the character not animation When exporting out of CC2 the export is limited by, as far as I know, your version of 3DXChange (although you don't need to open 3DXChange to process the output). For example, I have iClone 7 Pro and 3DChange 7 Pro so when I try to use CC2 to export in FBX format, the action is denied because Pro version only can export in OBJ format. I guess there is the possibility that it is based on the iClone version as opposed to the 3DXChange version but I doubt it...3DXChange has always been the Import/Export tool and thus I am fairly sure it is the 3DXChange version that CC2 uses. I anticipated that the same will be true for CC3 and thus you will need 3DXChange to export from CC. (If anyone knows otherwise...please correct me) That is the correct assumption. It will be the same with "CC3 for iClone". You will need 3DXchange 7 Pipeline. It will be different for "CC3 Pipeline Edition". It can export FBX directly (and do a bunch of other cool stuff) without any other software. It is a standalone that costs money. Note that "Pipeline" is used in the name, as it has always denoted export in animated formats. hmm them if i get it right i will be able to export the fbx model from cc3 to the unreal engine without need the 3dxchange, i just need create the model and throw them throw it into unreal but if i need export it to iclone i will need the 3dxchange?? or i can export it to iclone but from the "iclone to the engine i wiill need the 3dxchange, like i create a model then throw it to unreal them if i need to make the animations in the iclone i gonna need use the 3dxchange to export to iclone them animate it in iclone them to export the animation to iclone i will need the 3dxchange too?? That is how it gonna work?
|
|
|
hj
|
|
Group: Forum Members
Last Active: Last Year
Posts: 3.5K,
Visits: 18.7K
|
There will be a bone editing tool, and auto rig function, which implies developers & artists are able to free sculpt the character without worrying about the compatibility issues because of body scale change.
We need this to work properly with ZBrush GOZ. or we have for example the same problems as now with facial changes and eye positions.
or problems with the moth creator and animator
Hans jörgen
Fehler gehören zum Leben. Was zählt, ist, wie man auf Fehler reagiert Niki Giovanni
|
|
|
jasondalycan
|
jasondalycan
Posted 6 Years Ago
|
Group: Forum Members
Last Active: Last Year
Posts: 4,
Visits: 50
|
Hi All, One question I have is that with the already built-in PBR capabilities of iClone why is an Iray rendering plugin required? I found the results of the Octane Render plugin to be substandard (slow and very buggy) thus I'm wondering what value an Iray plugin brings in light of the fact that PBR is natively supported?
|
|
|
Kelleytoons
|
Kelleytoons
Posted 6 Years Ago
|
Group: Forum Members
Last Active: 5 hours ago
Posts: 9.1K,
Visits: 21.8K
|
jasondalycan (5/27/2018) Hi All, One question I have is that with the already built-in PBR capabilities of iClone why is an Iray rendering plugin required? I found the results of the Octane Render plugin to be substandard (slow and very buggy) thus I'm wondering what value an Iray plugin brings in light of the fact that PBR is natively supported?
Far be if for me to be an iRay apologist (sigh) but I think the idea is that iRay can do a LOT of things the present render engine can't. Mirrors for one thing, but even just such things as subsurface scattering (so very important for skin) and other things the current renderer will NEVER be able to do. Personally I think the idea of hanging iRay off of iClone makes about as much sense as making Photoshop do animations (which it *can* do, but shouldn't) but some folks here (who will remain nameless -- because they will jump right in <g> believe the iRay plug will be so fast it will rival even the native renderer speed (and if you believe that I have some land here in Florida I'd like to sell you).
Alienware Aurora R12, Win 10, i9-119000KF, 3.5GHz CPU, 128GB RAM, RTX 3090 (24GB), Samsung 960 Pro 4TB M-2 SSD, TB+ Disk space Mike "ex-genius" Kelley
|
|
|