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Message
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Miranda (RL)
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Miranda (RL)
Posted 6 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hi hankerspacepro, May we know if you did some changes on the bone map? In the standard process, the step 5 will be automatically set up when performing the plugin. hankerspacepro (1/21/2019)5. Set humanoid rig and map bones
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hankerspacepro
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hankerspacepro
Posted 6 Years Ago
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 4,
Visits: 22
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We have to map all bones by hand. Right after the plugin execution, the bones are all mapped to none : https://i.imgur.com/g7X5NPE.pngWe tried a second workflow without the step 5, the crash still occurs...
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Miranda (RL)
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Miranda (RL)
Posted 6 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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hankerspacepro (1/23/2019)
We have to map all bones by hand. Right after the plugin execution, the bones are all mapped to none : https://i.imgur.com/g7X5NPE.pngWe tried a second workflow without the step 5, the crash still occurs... Hi hankerspacepro, We went back to see your step-by-step images, and found that you added "Jenny" on the Prefix column. Sorry for not noticing this part. In current auto-setup mechanism, retargeting is only effective when the bone name unchanged. This prefix setting will not only affect materials (which is fine), but all the bones. This is the reason why you will see the bones are all mapped to None. Please keep prefix column and postfix column all blank, and try again. May we know if it's required to add prefix in your pipeline? and the reason why? Thank you!
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hankerspacepro
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hankerspacepro
Posted 6 Years Ago
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 4,
Visits: 22
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Hello,
Thanks for the fix, the issue was this prefix. We removed it and everything works like a charm. Thanks again for this plugin, it will slightly speed up our integration process.
Good luck for next updates ;)
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unit23
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unit23
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 115,
Visits: 380
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Very helpful, wasnt aware that there is that extra A Pose available and the plugin seems to work here using 4.21.1. Thanks!
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unit23
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unit23
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 115,
Visits: 380
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Miranda (RL) (1/14/2019)The process of bringing an animated CC character into the Unreal Engine can be tedious. How to setup Advanced Locomotion V3 “Foot IK” with Character Creator 3 Skeleton (No IK Bones) http://spacealpha.com/2019/02/12/how-to-setup-advanced-locomotion-v3-with-character-creator-3-skeleton-no-ik-bones/
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unit23
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unit23
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 115,
Visits: 380
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Miranda (RL) (1/21/2019)
michael_85_10 (1/19/2019) Hi, there is a problem with c++ projects, due to missing sources for the plugin, they fail to compile with the plugin active. I have to disable it when I need compilation, anoying as the editor must be restarted... Pléiade, include sources in the download 🙂Hi Michael, We just sent you the updated plugin (Beta 1.1) via private message. Can you help to verify if it works? Thanks! P.S. The updated plugin will be published soon. Hi, can you please also message me the updated version, using a Blueprint C++ mixed project now, version 4.21.2 (the latest). Thanks!
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Miranda (RL)
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Miranda (RL)
Posted 6 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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roboter (2/18/2019) Hi, can you please also message me the updated version, using a Blueprint C++ mixed project now, version 4.21.2 (the latest). Thanks! Hi roboter, This version has been uploaded, please download it from the link below. http://file.reallusion.com/CC_Character_Auto_Settings_Unreal.zipDuring the Beta period, we will maintain the update history this post like this:
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