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Upcoming Tutorials & Auto Assignment Script/Plugin for Unity & Unreal

Posted By Miranda (RL) Last Year
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Upcoming Tutorials & Auto Assignment Script/Plugin for Unity & Unreal

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Miranda (RL)
Miranda (RL)
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Hi everyone,

We'd like to share with you what we have been working in the past weeks!

We all know that there are some manual works to do when importing CC characters to game engines, such as material shader assignment, character rig retargeting, LOD character settings, character replacing & importing, etc. For this, we write a script to make the tedious tasks processing automatically, which largely decreases developer's time in implementation.


Auto-Setup Tools Download & Update History
Features Coming Up (updated on Jan 31st, 2019)

Our ultimate goal is to make CC the go-to program for 3D character creation for Unity and Unreal.  Besides enhancing scripts and plugins, we plan to release some updates for CC3 that include the following enhancements: 
  • Unity & Unreal: Export of LODs are all embedded into one FBX file.  Therefore, only one skeleton is needed to control all of the LOD meshes simultaneously within the engine.
  • Unity
    • A specialized hair shader is provided to overcome the unsightliness of the standard cutoff transparency shader.
    • For HDRP Rendering Pipeline only: skin material will be supplemented with a Detail Map along with proper subsurface scattering (SSS) settings.  We will also auto-configure eye and hair shader parameters when they are released for HDRP rendering in the near future.
  • Unreal
    • Customized Unreal Digital Humans shaders for hair, eyes, tongue, teeth, and skin.  The skin will come with two shaders:
      • HQ skin shader (high quality): using Unreal Digital Human as a base, we adjust the settings to up the ante on visual quality.
      • LW skin shader (lightweight): based on the shaders from Epic Game's Paragon, we leverage their highly optimize skin shader without compromising visual quality

--
Features Warm-up (outdated; official tutorial is released)

[Unity]
Auto Unity Shader Assignment, Humanoid Rig for Mecanim

  • 0:00~ : To make the auto assignment process works
    • Create a “Edit” folder in the Unity project
    • Drag in the auto conversion script to the “Edit” folder
    • Create a “rlPostprocess” folder where you place the FBX and texture files exported from Character Creator
  • 0:41~ : Check the shaders
    • All the materials shaders are automatically assigned
    • All textures are assigned as linear instead of sRGB
    • Metallic and roughness settings are done
  • 1:17~ : Check the rig & animation
    • The character is fully converted from Generic to Humanoid base, and root bones are in proper constraint
    • Automatically turn on the loop option if the motion file name contains “loop” string
  • 1:50~ : The Mecanim animator is assigned to the character, and the character is ready to animate 
  • 2:20~ : There you go, now the character fully works in Unity

[Unity] Auto Update CC Character in Unity
  • 0:00~ : Check the current setting of CC character in Unity
  • 0:29~ : Change character clothes in CC
  • 1:20~ : Export the character in FBX format with the same file name as the original character's
  • 1:40~ : Copy the FBX file & textures to where the original character files located, and the replacing process will start automatically
  • 2:47~ : There you go, now the character is updated

[Unity] Auto LOD Setup in Unity 
  • 0:00~ : Export characters with different LOD from CC
  • 1:29~ : Check the exported files, drag the entire folder to Unity, and the LOD setup will be automatically processing
  • 2:08~ : Check if all LOD characters are well-set up

[Unreal] Auto Shader Assignment, Animation Retargeting
  • 00:00 Copy the "RLPlugin" to UE4 plug-in folder.
  • 00:30 Create a new project, or open a project in UE4.
  • 00:48 Find the "RLPlugin" from the "Other" folder. Enable the plug-in, and click the "Restart Now" button to activate it.
  • 01:15 Now you can find the plug-in on the toolbar.
  • 01:25 Let's export a character from CC to do the test. Please be noted that, to avoid the inconsistency of bone axis when converting to humanoid, A-pose should be included as the first motion file when exporting from CC.
  • 01:54 Import the CC character by drag-and-drop. Please check the "Use T0As Ref Pose" .
  • 02:30 Start the auto-setting process by selecting the skeletal mesh and pressing the plug-in button.
  • 02:49 All textures are well-assigned.
  • 03:08 Character rig are set up properly.
  • End: Shaders compiling completed.

Edited
3 Months Ago by Miranda (RL)
kmitchell.12catblackstudio...
kmitchell.12catblackstudio...
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It would be beneficial to pack grey scale textures for optimization similar to how its done in Substance. They pack the grey scale textures together on each channel to save on texture memory: 

Substance Painter Texture
Colorspace
Unreal Material Channel
Base ColorsRGBBase Color
OcclusionRoughnessMetallic (Green Channel)LinearRoughess
OcclusionRoughnessMetallic (Blue Channel)LinearMetallic
OcclusionRoughnessMetallic (Red Channel)LinearAmbient Occlusion
NormalNormalNormal

https://support.allegorithmic.com/documentation/spdoc/unreal-engine-4-144998459.html


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Hi Miranda,

This is great!  The script will improve the workflow between CC3 and Unity a lot. I can't wait to try it. 
Thanks for the heads up.

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Great update look forward to the unreal Plugin , will save lots of time Smile
Dorothy Jean
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What about the teeth issue and how they are not attached to the jaw? The open mouth blend shape does not move the teeth so the character will not work in any lip sync plugin inside of Unity. Please help!
Miranda (RL)
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kmitchell.12catblackstudios (11/24/2018)
It would be beneficial to pack grey scale textures for optimization similar to how its done in Substance. They pack the grey scale textures together on each channel to save on texture memory: 

Substance Painter Texture
Colorspace
Unreal Material Channel
Base ColorsRGBBase Color
OcclusionRoughnessMetallic (Green Channel)LinearRoughess
OcclusionRoughnessMetallic (Blue Channel)LinearMetallic
OcclusionRoughnessMetallic (Red Channel)LinearAmbient Occlusion
NormalNormalNormal

https://support.allegorithmic.com/documentation/spdoc/unreal-engine-4-144998459.html




That's a good idea, we will study it first, and start the implementation.
Thank you Kevin!

Miranda (RL)
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Dorothythul (11/26/2018)
What about the teeth issue and how they are not attached to the jaw? The open mouth blend shape does not move the teeth so the character will not work in any lip sync plugin inside of Unity. Please help!


We will suggest using "bone" to control the open of mouth and teeth, but it seems like some of you prefer using "morph" to control mouth and teeth. May I know the reason?
Thank you!
Dorothy Jean
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Some lip sync assets do not have a bone feature and only use blendshapes.  The one i use specifically. And its actually a game to create animations inside  VR so i can't just switch to a different  one.  Daz and mixamo characters use blendshapes so i thought it was normal.  Especially since there is the "Game base" option for export. I bought CC3 for 1 reason and ill be very disappointed if im unable to even use it. i thought this was a bug so I put a support ticket in a while back when i had the trial and never got a response. If i would have known i would not have bought it.    I did find a temporary work around by creating a new blendshape on the teeth in blender but its time consuming and doing it to every character will not work in the long run.

I really hope your team can just include the teeth like all the others 3d characters out there.  Here is the type of animation i make. CC3 characters would look so much better.
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Miranda (RL)
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Dorothythul, many thanks for your information!
This request has been passed to the Dev Team, we will check what we can do to shorten your implementation time.

Dorothy Jean
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Thank you!



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