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Export clothes separately without a character

Posted By bloodzseekerz 5 Months Ago
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bloodzseekerz
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Hello,

I want to export clothes and hair without the character and then add them in unity to my character. How is that possible?
Kipster
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you would need 3dxchange.

export the clothed charactor
select the clothing items
and export as OBJ (selected only)
you probably also want to break up shoes-gloves-upper-lower and hair
into seperate exports


.
Edited
5 Months Ago by Kipster
Polaraul
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There seems to be no support for exporting clothing separately, which seems to me a major short coming. Many others have also pointed this out on these forums. The only way to do this I have found is to export the model as an FBX and delete the body parts (whilst keeping the skeleton) in a third party application. As I have learned so far, CC3 will not get you far without the need to use other applications in the pipeline.
Rampa
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It's not a single-click option, but you can do the whole process within CC3.


bloodzseekerz
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Rampa (1/31/2019)
It's not a single-click option, but you can do the whole process within CC3.





Wow, thanks Rampa! I haven't tried this yet, but I will give it a shot as soon as possible. I also imagine it works for hair as well ?
Rampa
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It'll work for anything. You can hide everything but the eyeballs, if you like. Leave only the hands visible, etc. Smile
Polaraul
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Rampa (1/31/2019)
It'll work for anything. You can hide everything but the eyeballs, if you like. Leave only the hands visible, etc. Smile


Thank you so much Rampa, that goes some of the way to making CC3  a little more usable in the creation of games.

bloodzseekerz
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I have tried exporting and it worked but the cloth was not following my characters animation. I have a script that I use to copy the bones and its been working with my daz characters and clothes but here it doesnt work, any ideas?
bloodzseekerz
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Rampa (1/31/2019)
It'll work for anything. You can hide everything but the eyeballs, if you like. Leave only the hands visible, etc. Smile



The error is "failed to get bone: CC_Base_UpperJaw". I dont know why every cloth (item exported separately) needs every bone that the human character has, like why the cloth has upperjaw bone, this must be the problem.
The script I am using:


using System.Collections.Generic;
using UnityEngine;
using System.Linq;

namespace Assets.Scripts.Game.Utilities
{
    public class BonesDuplicator : MonoBehaviour
    {

        private void Start()
        {
            CopyBones();
        }

        // Your character's Shape (containing Skinned Mesh Renderer)
        [SerializeField] private SkinnedMeshRenderer _sourceHumanBody;

        private void CopyBones()
        {
            var targerRenderer = GetComponent<SkinnedMeshRenderer>();

            targerRenderer.bones = _sourceHumanBody.bones.Where(b => targerRenderer.bones.Any(t => t.name.Equals(b.name)))
                .ToArray();
        }

        private void CopyBonesWithDictionary()
        {
            SkinnedMeshRenderer targetRenderer = _sourceHumanBody.GetComponent<SkinnedMeshRenderer>();

            Dictionary<string, Transform> boneMap = new Dictionary<string, Transform>();
            foreach (Transform bone in targetRenderer.bones)
            {
                boneMap[bone.name] = bone;
            }

            SkinnedMeshRenderer thisRenderer = GetComponent<SkinnedMeshRenderer>();
            Transform[] boneArray = thisRenderer.bones;
            for (int idx = 0; idx < boneArray.Length; ++idx)
            {
                string boneName = boneArray[idx].name;
                if (false == boneMap.TryGetValue(boneName, out boneArray[idx]))
                {
                    Debug.LogError("failed to get bone: " + boneName);
                    Debug.Break();
                }
            }
            thisRenderer.bones = boneArray;
        }
    }
}





Edited
4 Months Ago by bloodzseekerz
Rampa
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It is a workaround, but CC3 is also only able to export the entire skeleton. Hopefully that is not an issue, as you will just assign the mesh to your existing skeleton in your game engine.



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