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

Posted By Miranda (RL) 5 Years 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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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 #6604FT #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)
  • Initial version


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:
Welcome to share your experience with us, thank you Smile

Edited
3 Years 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
5 Years 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)
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
sqeezigames
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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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