Miranda (RL)
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Miranda (RL)
Posted 7 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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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 HistoryFeatures 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-- Features Warm-up (outdated; official tutorial is released) [Unity] Auto Unity Shader Assignment, Humanoid Rig for Mecanim- 0:00~ : To make the auto assignment process works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.
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