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bloodzseekerz
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bloodzseekerz
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 26,
Visits: 132
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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?
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Skuzzlebutt
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Skuzzlebutt
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 580,
Visits: 8.6K
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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
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Edited
5 Years Ago by
Kipster
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Polaraul
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Polaraul
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 39,
Visits: 936
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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.
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Rampa
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Group: Forum Members
Last Active: Yesterday
Posts: 8.1K,
Visits: 60.6K
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It's not a single-click option, but you can do the whole process within CC3.
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bloodzseekerz
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bloodzseekerz
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 26,
Visits: 132
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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 ?
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Rampa
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Group: Forum Members
Last Active: Yesterday
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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.
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Polaraul
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Polaraul
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
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Visits: 936
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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. Thank you so much Rampa, that goes some of the way to making CC3 a little more usable in the creation of games.
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bloodzseekerz
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bloodzseekerz
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 26,
Visits: 132
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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?
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bloodzseekerz
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bloodzseekerz
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 26,
Visits: 132
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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. 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
5 Years Ago by
bloodzseekerz
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Rampa
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Group: Forum Members
Last Active: Yesterday
Posts: 8.1K,
Visits: 60.6K
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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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