Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 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
Edited
3 Years Ago by
Miranda (RL)
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Ellessarr
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Ellessarr
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 81,
Visits: 773
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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
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rogyru
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rogyru
Posted 5 Years Ago
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Group: Forum Members
Last Active: 10 Months Ago
Posts: 497,
Visits: 1.3K
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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 ?
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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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, you 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.
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 2 Years Ago
Posts: 1.8K,
Visits: 11.2K
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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.
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rogyru
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rogyru
Posted 5 Years Ago
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Group: Forum Members
Last Active: 10 Months Ago
Posts: 497,
Visits: 1.3K
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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, you 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
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sqeezigames
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sqeezigames
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 1,
Visits: 134
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This is an incredible time-saver. Thanks RL for providing this!
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artjonessss
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artjonessss
Posted 5 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 2,
Visits: 3
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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) !!!
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artjonessss
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artjonessss
Posted 5 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 2,
Visits: 3
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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.
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Peter (RL)
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Peter (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: Yesterday
Posts: 23.1K,
Visits: 36.6K
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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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