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iClone Morph Creator "bone scale" Error

Posted By ken_1171 7 Years Ago
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4u2ges
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Peter (RL) (11/15/2018)
[quote]

The process has changed since the release of iClone 7.3 / CC3 and there are some limitations now. Please see the page below and follow the new guidelines there for your particular 3D tool.

http://manual.reallusion.com/iClone_7/ENU/Pro/Default.htm#iClone_7/Pro_7.0/08_Animation/Morph_Animation/Creating_Morph_Sliders.htm


Not sure about the other export screenshots listed, but the export screenshot for Blender on the above help page would result in error
This one works:
https://forum.reallusion.com/uploads/images/624368fc-d70c-469e-9a7a-d406.jpg


Forgot to mention. Even when the morph is successfully in, working with sliders would result in mesh spikes.
The only way to fix it, is to copy faces references from the original OBJ into the exported from Blender, which is a real PITA.

And while we are at it.. Why only nude OBJ character export allowed out of CC? Yet you may freely export everything to OBJ from Morph Creator...:Whistling:




ken_1171
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Peter (RL) (11/15/2018)
The process has changed since the release of iClone 7.3 / CC3 and there are some limitations now. Please see the page below and follow the new guidelines there for your particular 3D tool.

http://manual.reallusion.com/iClone_7/ENU/Pro/Default.htm#iClone_7/Pro_7.0/08_Animation/Morph_Animation/Creating_Morph_Sliders.htm


Hi Peter, thanks for the feedback! I think you have misunderstood what the problem in this thread is about. I am trying to avoid repeating myself so many times, but let me explain.

I am not trying to import custom morphs made in other applications. It's much simpler than that. I am trying to animate the morphs that come with the Hivewire character morph bundles (for Dawn, Dusk, Baby Luna and Gorilla), sold at the RL content store, and that show up in CC3 after installed. Another important factor is that NONE of the morphs I am trying to animate move or resize any bones - they are simple mesh morphs. There are some that do scale the skeleton, but I am not trying to animate those. I know those in particular will not work with Morph Creator.

Having that said, exporting these morphs to iAvatar from CC3 end up with the "bone scale" error, and the morphs end up distorted and unusable. It works on the clothing, but not on the figure. Exporting to OBJ morphs targets from CC3 cause the figure to spike out in Morph Creator, so it's also unusable. Those are the only 2 formats supported by Morph Creator for morph targets, so it's basically broken.

My workaround has been NOT to export anything from CC3, but instead send the figure with morphs straight to iClone, and export it from there. Problem is that iClone doesn't export to OBJ, so I have to launch Morph Creator to do that part. Once exported to OBJ morph target from Morph Creator, everything works to create the dials and animate them in the timeline. I have to send the morphs through 3 programs (CC, iClone and Morph Creator) to get a valid file. That's the issue I am reporting here.

In my experience, this has only happened when trying to create morph targets from the Hivewire morphs bundles sold at the RL content store. I DON'T get the "bone scale" error if I export morphs from the standard Essentials or default CC3 morphs that ship with the program. Assuming you have purchased the Hivewire morph packs, this should be very simple to reproduce. I have heard that some people have experience the same issue with Genesis 8 Female morphs exported from DAZ Studio, but I cannot confirm that.
Peter (RL)
Peter (RL)
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ken_1171 (11/5/2018)
I was following a tutorial to animate morphs in iClone. The tutorial was using iClone 7 and CC2, which I am using CC3 instead. I did as follows:

1. Load character in iClone
2. Press the "Edit in Character Creator" button
3. Apply morphs and export as iAvatar
4. Back to iClone, open Morph Creator, which sends the character there
5. Click the "+" button and load previously exported iAvatar

At this point I get an error message claiming that the bone scale doesn't match the character, and the morphs might not work as expected. Indeed the morphs didn't work as expected. 

https://forum.reallusion.com/uploads/images/869b1bd0-904e-4135-b807-bdba.jpg

I wonder why this happens? Any ideas?


The process has changed since the release of iClone 7.3 / CC3 and there are some limitations now. Please see the page below and follow the new guidelines there for your particular 3D tool.

http://manual.reallusion.com/iClone_7/ENU/Pro/Default.htm#iClone_7/Pro_7.0/08_Animation/Morph_Animation/Creating_Morph_Sliders.htm


                                                                

Peter
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www.reallusion.com


ken_1171
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I thought it would be useful if I presented the problem and a workaround solution. I thought it would help others who got stuck not being able to finish their animations involving morphs, depending which they were trying to use. This became frustrating because I couldn't export morph targets from CC3 with OBJ (somehow broken export), or iAvatar ("bone scale" error). iClone also cannot export OBJs, so I have to open Morph Creator, having to pass the model through 3 programs to get a valid morph target (CC, iClone and Morph Creator). It's tedious, but it works. 
4u2ges
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Cool. I did not see that one :)




ken_1171
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Thank you, but I have already posted a 5-steps workaround a few posts above. I have used it myself to get around the "bone scale" error, so I don't get stuck on the project. It's more work, but there is no other way until RL fixes these issues. 
4u2ges
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Spikes out of OBJ are not caused by incorrect vertex order but rather by discrepancy in faces mapping. It could be fixed by editing OBJ, but there another problem - a slight offset in OBJ by Y and Z out of CC3 (compare to OBJ from Morph Creator) and that is impossible to fix.

So workaround:
1. Bring both non-morphed and morphed avatars to iClone in T-pose (from CC3)
2. Send morphed avatar to Morph Creator and export ALL as OBJ. Delete it from iClone
3. Next, send non-morphed avatar to Morph Creator and apply Exported OBJ in Step 2 as a Morph
4. Bake all morphs together.
5. Update morph to iClone (to remaining non-morphed avatar)

Bring next morphed avatar from CC with different morph (or group of morphs applied) and repeat steps 2-5






ken_1171
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In my experience, once I get the "bone scale" error, the morph gets distorted on the figure, but still works Ok on the clothing. It appears that only the CC3 figure is affected. The clothing seem to be immune for some reason. At least 1 other person has confirmed this so far. 
animagic
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So I created a morph for Dawn in CC3 (from the morph pack, which I have).

I exported the morph as iAvatar, and I do get the bone scale error in Morph Creator like you mentioned. Other than that though, the morph does work as far as I can tell and animates also.

EDIT: I'm sorry again... you already did all this...:blush:


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

ken_1171
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animagic (11/15/2018)
I just watched a tutorial by Rampa. Instead of OBJ files he uses iAvatar files and is able to create and animate a morph.


If you want to reproduce the "bone scale" error, this is not about the HW embedded Dawn, Dusk, Baby Luna or the Gorilla that ship with CC. It's about the Hivewire morph bundles for these figures (Dawn, Dusk, Baby Luna or the Gorilla), and you have to purchase these separately from the RL content store. Rampa simply used the default CC3 morphs (not the Hivewire bundle ones, which are sold separately), and therefore didn't encounter the issues I have described.

There are reports that the same was happening with Genesis 3 Female, and that it is supposedly already patched, but there are new reports regarding the "bone scale" error also happening with the Genesis 8 Female as well, but I can't confirm that.

As far as I know, CC3 OBJ export is broken (doesn't preserve vertex order), and exporting to iAvatar doesn't work when using morphs from the packages mentioned above. It seems to work with all other morphs - just not these I have mentioned. 

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