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Peter (RL)
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Peter (RL)
Posted 7 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 23.1K,
Visits: 36.6K
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ken_1171 (5/1/2019) Thank you guys for all the feedback on this. I have checked the mesh in a 3D modeling program, and it indeed has a series of issues. I have tried to clean up the mess, but even after the program stopped identifying issues, CC3 would still not handle the right glove properly. It makes no difference how we load the model. I am not going to report this as a bug because, like Kelleytoons said, the problem is with the geometry.
I have noticed another issue, this time with a hair item ("Power Hair" for G2F), where whenever I try to assign a dynamic map to one particular MAT zone ("Side 1"), iClone crashes immediately. I have managed to assign a map for dynamics to all other MAT zones, just not that particular one. This is easy to reproduce, because I have tried a couple more times, and it always crashes iClone right away (version 7 x64 with all updates). Now I wonder if this is also caused by bad geometry.For the glove and hair issues, please can you supply your files (FBX, iProject etc.) to Support so the dev team can investigate. The dev teams initial tests showed no problem as can be seen below so it will help greatly if they can test with the same files. Thanks.
Peter Forum Administrator www.reallusion.com
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ken_1171
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ken_1171
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 222,
Visits: 499
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Thank you guys for all the feedback on this. I have checked the mesh in a 3D modeling program, and it indeed has a series of issues. I have tried to clean up the mess, but even after the program stopped identifying issues, CC3 would still not handle the right glove properly. It makes no difference how we load the model. I am not going to report this as a bug because, like Kelleytoons said, the problem is with the geometry.
I have noticed another issue, this time with a hair item ("Power Hair" for G2F), where whenever I try to assign a dynamic map to one particular MAT zone ("Side 1"), iClone crashes immediately. I have managed to assign a map for dynamics to all other MAT zones, just not that particular one. This is easy to reproduce, because I have tried a couple more times, and it always crashes iClone right away (version 7 x64 with all updates). Now I wonder if this is also caused by bad geometry.
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Kelleytoons
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Kelleytoons
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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Betcha dollar it won't make any diff, Rampa -- this is a problem with the mesh, not with how it comes in. (And the gloves aren't separate pieces, so no wiggle room there).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Rampa
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Group: Forum Members
Last Active: Last Month
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Try exporting each one as an OBJ. Import each into CC3P as an accessory, then use the Transfer Skin Weights function on each one separately. You can try both the "glove" and the "other" settings.
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Kelleytoons
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Kelleytoons
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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That's very interesting -- my gut tells me this is something to do with the way the gloves are constructed, but even changing them to accessories (or weighting them as different clothing items) didn't help. If I were you I'd report this as a bug in FT (I would do it but I really don't care much about polygon reduction and have far bigger fish to fry).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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ken_1171
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ken_1171
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 222,
Visits: 499
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Kelleytoons (4/28/2019) What particular Daz item are the gloves?It's the "Scifi Siren sleves" for G2F.
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Kelleytoons
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Kelleytoons
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 9.2K,
Visits: 22.1K
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What particular Daz item are the gloves?
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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ken_1171
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ken_1171
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 222,
Visits: 499
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Ok, I am now having another issue, this time with InstaLOD. The boots are separate objects in DS, and after Transformer they now show as a single pair of boots, instead of each leg being separate like it was in DS. When I InstaLOD them, everything works fine. The problem shows up when I do the same with long gloves, where each is a separate item in DS. After Transformer, they show as one piece for both arms, but when I try to poly reduce them with InstaLOD, only the left arm is affected. I have tried this with all InstaLOD options, like by object, by wearables, and by element. Both arms appear as selected, but InstaLOD only decimates the left arm. I have tried by element, specifically selecting the right arm, but the left one gets decimated instead. In theory, this shouldn't make a difference, since both arms get selected when I click the gloves, and this same process has worked with the boots - but it doesn't work with the gloves.
Any ideas?
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ken_1171
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ken_1171
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 222,
Visits: 499
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Yup, that's what I did - I have applied the CC3 T-pose and then separated the legs so there was no overlapping, and exported to FBX. I was surprised that after Transformer did it's job, the figure was set back to the CC3 T-pose on its own, while having the extra bonus that the boots were no longer welded at the middle. I thought I would have to recover the default pose afterwards, but at least for the legs, Transformer did that on its own. I couldn't see any fitting issues so far, so I would assume I can do this with no setbacks for future outfits that overlap in the middle.
Even Transformer has a warning message at the bottom, claiming I should make sure the figure is in the expected CC3 T-pose, but this has worked out even when the legs were not in the expected pose. I am not sure what to think of this, but I am happy it has worked anyway. I was pretty sure there would be a setback if I didn't use the default pose, but [so far] I didn't see anything.
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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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The upper body clothing transfer sometimes does better in a T-pose. So go ahead and put the character in a T-pose in DAZ, and then rotate the legs out a little for the lower body in an A-pose. Then export the FBX for the transformer.
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