Miranda (RL)
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Miranda (RL)
Posted 6 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
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Plugin Download & Update History You can download the plugin " Character Creator & iClone Auto Setup" from HERE. - From v1.01, Unreal users can install (copy) the plug-in under the project folder only. Installing the plug-in in engine-level is no longer supported.
- The file format is changed from .zip to .exe. You get the same folders after executing the installation file, and copy the folders for auto setup.
- Once you update Character Creator to 3.1, and update iClone to 7.6 or any version above, an update notice will prompt upon program startup if there is a new release of the auto-setup tool.
Official 1.22 (Aug 31, 2021) - Compatible with CC3.43, iClone 7.92, Unreal Live Link Plug-in 1.31 for iClone- Added: Compatible with Unreal Engine 4.27.
Official 1.21 (Aug 26, 2021) - Compatible with CC3.43, iClone 7.92, Unreal Live Link Plug-in 1.3 for iClone- Added: Compatible with ActorCore characters: actorSCAN, actorBUILD. -- Know More
Official 1.2 (March 24, 2021) - Compatible with CC3.4, iClone 7.9, Unreal Live Link Plug-in 1.3 for iClone- Added: Now supports Smart Hair system with new hairs, eyebrows, beards, and hair shaders (Auto Setup Required). -- Know More
- Fixed: Unreal Live link will fail if a special character exists within the node names of a character's skeleton. (FT #7480, reported by kwittykat23)
Official 1.11 (Dec. 28th, 2020) - Compatible with CC3.3, iClone 7.8, Unreal Live Link Plug-in 1.22 for iClone - Added: Compatible with Unreal Engine 4.26.
Official 1.1 (July 23rd, 2020) - Compatible with CC3.3, iClone 7.8, Unreal Live Link Plug-in 1.2 for iClone- Added: Support for CC3 Base+ characters.
- Added: iC / CC and UE Shader Mapping: iC/CC Digital Human Shader and SSS shader visual effects are sent to UE and remade inside UE. >> Know More
- Added: iC / CC and UE Physics Mapping: Character, accessory, props, soft-cloth, and collision shape settings are sent to UE and data is then mapped.
- Enhanced: Shortened the texture names and file paths (by removing " pbr / tra / Transparency ") to conform with Windows API limitation of 256 characters.
- Enhanced: Shortened AutoSetup Material file path (changed "Material_instances" to "Materials").
- Fixed: Only the Standard shader is kept on the character when it is brought into Unreal, even when LW or HQ profile is select. (FT #6604, FT #6665)
Official 1.04 (June 8th, 2020) - Compatible with CC3.2, iClone 7.7, Unreal Live Link Plug-in 1.12 for iClone- Added: Compatible with Unreal Engine 4.25.
Official 1.03 (Jan 13th, 2020) - Compatible with CC3.2, iClone 7.7, Unreal Live Link Plug-in for iClone 1.11- Added: Compatible with Unreal Engine 4.24.
Official 1.02 (Oct 28th, 2019) - Compatible with CC3.1, iClone 7.6, Unreal Live Link Plug-in for iClone 1.1 - Added: Compatible with Unreal Engine 4.23.
- Fixed: Auto Setup for Unreal imported dialog (FBX) did not correctly display in 4K resolution. (FT #6224)
- Fixed: Auto Setup had no buttons to Accept/Change Shader. (FT #6201)
Official 1.01 (Aug. 29th, 2019) - Compatible with CC3.1, iClone 7.6, Unreal Live Link Plug-in for iClone 1.1 - Added: Adjusted linkages for the new Epic Skeleton IK bone settings that accompany the CC Unreal preset.
- Added: Shader assignment and UE4 skeleton mapping on characters exported from iClone is now automated.
- Added: Shader assignment on props exported from iClone is now automated.
- Enhanced: Linked textures in CC do not associate correctly when exported to Unreal Engine. A Json file is provided to fix this inconsistency and apply the textures correctly onto the material.
- Enhanced: LODs are now placed within the same FBX file and will automatically be configured by the plugin when loaded. The FBX file must be prepared with a special LOD group format.
- Enhanced: Structural change for Reallusion Unreal Light Weight, High Quality, and Standard shaders. This updated structure now supports diffuse color, tiling, strength, offset, opacity, and two sided.
- Fixed: When the sampler type is set to linear color during node creation, instead of using greyscale, the TGA image file becomes indexed color causing a read error.
Beta 2.1 (May 6th, 2019) - Compatible with CC3.04 or above- Enhanced: Add mask on LW Shader and HQ Shader as the workaround of tessellation issue. (see details HERE)
Beta 2.0 (April 9th, 2019) - Compatible with CC3.04 or above Beta 2.0 (March 15th, 2019) - Compatible with CC3.04 or above- Enhanced: Simplified script execution procedure -- please find this post for detailed instructions
- You can simply drag and drop a FBX file and the rest of the procedure will be automated.
- You can now use the Import Button to bring FBX files into Unreal.
- Added: 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.
- Added: Automatically split ORM textures into separate channel assignments for AO, Roughness, and Metallic.
- Added: Assign the equivalent UE materials based on what was deployed in CC3:
- Traditional -> Specular
- PBR -> Roughness & Metallic
- Fixed: Skeleton meshes for Motionplus will now be re-imported.
Beta 1.1 (Jan. 22nd, 2019)- Enhanced: add source of plugin for running C++ projects >> related issue
Beta 1.0 (Jan. 15th, 2019) Special Notice & FAQSome special notice & FAQ have been mentioned in the tutorials. We collect some important messages, please read it before starting the auto-setup process:Welcome to share your experience with us, thank you :)
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