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[CC3 to Unity] Auto-Setup Script Download & Update History

Posted By Miranda (RL) 7 Years Ago
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[CC3 to Unity] Auto-Setup Script Download & Update History

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andgeno
andgeno
Posted 6 Years Ago
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Hi,

I'm wondering how I'm supposed to use the generated LODs of a character with animations in Unity.
Each LOD variant on a character has its own Animator component as well as a separate Avatar.
My issue right now is that when the LOD Group component (attached to the parent game object) changes the LOD variant the current animation stops.
It seems like I would have to "manually" transfer the current information to the now activate Animator component which appears quite tedious to me.

So my question is how is this setup meant to work with animations and LOD Group?

I'm using the latest CC3 and Unity Auto Setup plugin.

Thanks,
andgeno
Miranda (RL)
Miranda (RL)
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andgeno (6/23/2019)
Hi,

I'm wondering how I'm supposed to use the generated LODs of a character with animations in Unity.
Each LOD variant on a character has its own Animator component as well as a separate Avatar.
My issue right now is that when the LOD Group component (attached to the parent game object) changes the LOD variant the current animation stops.
It seems like I would have to "manually" transfer the current information to the now activate Animator component which appears quite tedious to me.

So my question is how is this setup meant to work with animations and LOD Group?

I'm using the latest CC3 and Unity Auto Setup plugin.

Thanks,
andgeno

Hello andgeno,

We are aware of this, and it's been implemented to the CC version we are currently working on.
If you like to get the latest information of what will be coming up next, please subscribe this thread >> https://forum.reallusion.com/FindPost408439.aspx

andgeno
andgeno
Posted 6 Years Ago
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Miranda (RL) (6/24/2019)
andgeno (6/23/2019)
Hi,

I'm wondering how I'm supposed to use the generated LODs of a character with animations in Unity.
Each LOD variant on a character has its own Animator component as well as a separate Avatar.
My issue right now is that when the LOD Group component (attached to the parent game object) changes the LOD variant the current animation stops.
It seems like I would have to "manually" transfer the current information to the now activate Animator component which appears quite tedious to me.

So my question is how is this setup meant to work with animations and LOD Group?

I'm using the latest CC3 and Unity Auto Setup plugin.

Thanks,
andgeno

Hello andgeno,

We are aware of this, and it's been implemented to the CC version we are currently working on.
If you like to get the latest information of what will be coming up next, please subscribe this thread >> https://forum.reallusion.com/FindPost408439.aspx




Thanks, I'm looking forward to it because it's really important for my current project.
lidong19980608
lidong19980608
Posted 6 Years Ago
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For those who get all material pink and purple. Remember to change the 
Edit -> Project settings-> Player -> Other Settings -> Color Space 
Change to "Linear"
https://forum.reallusion.com/uploads/images/06af7002-290d-404c-8e0e-207c.jpg

Before
https://forum.reallusion.com/uploads/images/78930372-b4b3-4d18-9ad9-f2db.jpg

After
https://forum.reallusion.com/uploads/images/2167ae5c-5aa5-4311-8d7a-efff.jpg


drew_927096
drew_927096
Posted 6 Years Ago
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can you please expand on what this means?
What is a "material ball"? and how do we click on them?

Known Issue: Unity Auto Setup does not refresh materials upon completion.  One must click on the individual material balls in order to refresh the visuals.
Miranda (RL)
Miranda (RL)
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drew_927096 (9/18/2019)
can you please expand on what this means?
What is a "material ball"? and how do we click on them?

Known Issue: Unity Auto Setup does not refresh materials upon completion.  One must click on the individual material balls in order to refresh the visuals.


Hello,

To be specifically, clicking on the "Materials" folder. 
You can see the difference on hair before and after the click.  (It's the LWRP template)
https://forum.reallusion.com/uploads/images/da19f00c-8682-47cc-aa22-0efd.png

https://forum.reallusion.com/uploads/images/049d3318-e75f-4d95-96ec-fb36.png

Steelsky
Steelsky
Posted 6 Years Ago
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Hi, I like the script, it speeds things quite nicely in 2019.2 HDRP. Appreciate it a lot.

But I just want to point out this won't work in Unity HDRP 2019.3+ versions (which use HDRP versions 7.X+). Referring specially to "CC_and_IC_Auto_Setup_for_HDRP.dll" file.

It throws error upon character import: "TypeLoadException: Could not resolve type with token 01000049 (from typeref, class/assembly UnityEditor.Experimental.Rendering.HDPipeline.HDEditorUtils, Unity.RenderPipelines.HighDefinition.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)"

This is probably because the syntax in Unity HD pipeline namespacing code syntax has changed, since the Experimental status of HDRP seems to be removed.

I don't know what your code looks like, but if it's just the namespace like I suspect, it should hopefully be a quick fix to do in the code. Unfortunately I can't try it myself, as you compiled to a dll.

Most likely you have one of these bits in the code causing the error:
using UnityEngine.Experimental.Rendering.HDPipeline;
using UnityEditor.Experimental.Rendering.HDPipeline;

The syntax for them has changed to:
using UnityEngine.Rendering.HighDefinition;
using UnityEditor.Rendering.HighDefinition;

etc.

You can easily check this yourself from one of the new scripting APIs for HDPR:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/api/UnityEditor.Rendering.HighDefinition.html

Would it maybe be possible you release a Unity 2019.3+ HDRP version with a fix, to exist alongside the older versions? Alternatively, you could consider releasing the code itself, without compiling it. This way it could be easily kept up to date by the community itself.
Scyra
Scyra
Posted 6 Years Ago
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Steelsky: This will be a perpetual problem because Unity updates so quickly with their 1000-strong development team. This can be a non-issue, though; all you have to do is set up a project in the last-working version to be your import/export stage. For example, I have set up a very simple 2019.1 project just to import and apply the auto-setup, and then I export the prefab as an .unitypackage. I can then use it in 2019.3 with no problems at all. It should work the same for you with HDRP.



CC3 & Daz Tricks | CC3 to Unity workflow

Steelsky
Steelsky
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Hi Scyra,

Thanks for the reply. Respectfully, I know that can be done, but it is slower and messier to export between versions, with possible issues down the road. You don't want to build your pipeline around exporting and importing stuff between several Unity versions on a regular basis.

In my opinion, Reallusion updating the script to be functional with Unity's HDRP going forward into its release would be the professional and clean solution. Or like I said, releasing the script itself would accomplish the same thing, as then it would be guaranteed to be kept up to date.
Scyra
Scyra
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Gotcha. I do see your point.



CC3 & Daz Tricks | CC3 to Unity workflow


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