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[CC3 to Unreal] Auto-Setup Plugin Download & Update History

Posted By Miranda (RL) 4 Months Ago
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[CC3 to Unreal] Auto-Setup Plugin Download & Update History

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Miranda (RL)
Miranda (RL)
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Special Notice & FAQ

Some special notice & FAQ have been mentioned in the tutorials. We collect some important messages, please read it before starting the auto-setup process:
Tutorials

https://www.reallusion.com/character-creator/tutorial.html#unreal
Updated on March 15th: The most of tutorials are demonstrated with Plugin Beta 1.0. Since the auto-setup process of Plugin Beta 2.0 has been improved, please visit the instructions for the details of new procedure.


Plugin Download & Update History

You can download the plugin from HERE

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)
  • Initial version


Welcome to share your experience with us, thank you Smile

--
More information of the upcoming updates will be revealed HERE.
Edited
2 Weeks Ago by Miranda (RL)
Ellessarr
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a good quality of life future improviment for this plugin and in general for the cc could be in the future we have the "ambient occlusion, roughness and metalic" maps being a simple map instead of 3 separated maps, unreal can work with all the 3 being used in the same map, substance paint have a o option for that, they can be put together in a simple "RBG" map, something like that:

you can place all that 3 texture maps in a single one reducing the amount of files needed per asset/character.

edit: to be clear this is not a perfect exemple and on that one the user switched the positon of the 2 links, you can do that in unreal if you want but the point is to show which is possible to have the 3 maps texture combined in a single one.
Edited
4 Months Ago by Ellessarr
rogyru
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Tested it and the materials all very  look good and it saves a a lot of time. But are the chars exported from CC3 to unreal compatible with motion  exports from iclone ? I have tested 4 different facial animations from Iclone to unreal and none of them work with the CC3 char inside of unreal engine  ?
Miranda (RL)
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rogyru (1/15/2019)
Tested it and the materials all very  look good and it saves a a lot of time. But are the chars exported from CC3 to unreal compatible with motion  exports from iclone ? I have tested 4 different facial animations from Iclone to unreal and none of them work with the CC3 char inside of unreal engine  ?

Hi rogyru,

Please make sure you have checked "Import Morph Targets" in FBX setting panel.
After initializing the Plugin, y
ou can fix the disappearance of morph data by opening up the Content Browser, selecting the skeleton mesh, and click on the Reimport the current mesh button.
Miranda (RL)
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Ellessarr (1/15/2019)
a good quality of life future improviment for this plugin and in general for the cc could be in the future we have the "ambient occlusion, roughness and metalic" maps being a simple map instead of 3 separated maps, unreal can work with all the 3 being used in the same map, substance paint have a o option for that, they can be put together in a simple "RBG" map, something like that:

you can place all that 3 texture maps in a single one reducing the amount of files needed per asset/character.

edit: to be clear this is not a perfect exemple and on that one the user switched the positon of the 2 links, you can do that in unreal if you want but the point is to show which is possible to have the 3 maps texture combined in a single one.


Hi Ellessarr,

Thanks for the suggestion. We are working on it now. Smile

rogyru
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Miranda (RL) (1/16/2019)
rogyru (1/15/2019)
Tested it and the materials all very  look good and it saves a a lot of time. But are the chars exported from CC3 to unreal compatible with motion  exports from iclone ? I have tested 4 different facial animations from Iclone to unreal and none of them work with the CC3 char inside of unreal engine  ?

Hi rogyru,

Please make sure you have checked "Import Morph Targets" in FBX setting panel.
After initializing the Plugin, y
ou can fix the disappearance of morph data by opening up the Content Browser, selecting the skeleton mesh, and click on the Reimport the current mesh button.

Thanks for the feedback , got it working now. The problem was i was not exporting  in Imotionplus format , had exported in Imotion only so no facial morph  data was in the file.
Thanks
worldbuilder
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This is an incredible time-saver. Thanks RL for providing this!
artjonessss
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Thanks for the plugin!
I'm really looking forward to adding a mix map "ORM" (RGB) of three maps (AO, Roughness, Metallic) !!!
artjonessss
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Will the plug-in be added to the Marketplace UE4? 
This would greatly help users automatically update the plugin when a new version comes out.
Peter (RL)
Peter (RL)
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artjonessss (1/17/2019)
Will the plug-in be added to the Marketplace UE4? 
This would greatly help users automatically update the plugin when a new version comes out.


At the moment the plug-in is still Beta. However, once the final version is ready sometime in Q2, then it should be available from the UE4 marketplace.


                                                                

Peter
Forum Administrator

www.reallusion.com





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