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Issues of morph target, soften edge and cloth thickness

Posted By mostafa_khaleghi64 3 Months Ago
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Hi there
I just exported a custom clothing character for unreal and I have 3 main issues to solve:
1- I soften the edges of the dress in Maya and I seems OK in CC but the exported mesh in UE4 looks harden. What should I do in except what I did in Maya?
2- I remeshed all the cloths and used two poly extrudes for the edges in Maya to fake a thickness but in CC when I run collision in conform the edges looks weird. Should I leave then thin?
3- When I use morph sliders in skeletal mesh window my character goes back a little in front axis by each slider. So why is that?


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mostafa_khaleghi64 (3/16/2019)
Hi there
I just exported a custom clothing character for unreal and I have 3 main issues to solve:
1- I soften the edges of the dress in Maya and I seems OK in CC but the exported mesh in UE4 looks harden. What should I do in except what I did in Maya?

Try to switch the Normal Import Method to "Import Normals and Tangents".
https://forum.reallusion.com/uploads/images/abb28922-35ff-4465-b216-b4cc.png

2- I remeshed all the cloths and used two poly extrudes for the edges in Maya to fake a thickness but in CC when I run collision in conform the edges looks weird. Should I leave then thin?

We are checking it, will get back to you soon.

3- When I use morph sliders in skeletal mesh window my character goes back a little in front axis by each slider. So why is that?

Can you specify the process? Which sliders were you using?
More information like step-by-step images or video will be a great help for us to clarify issues.

Thanks!
The-any-Key
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The "goes back on the front axis" is a problem I got too when I try export morphs from CC3 and use them in 3Dxchange.

You can reproduce the error by:
3Dxchange: export the "Open" morph as .obj.
CC3: Export as .obj with default morph.
Open it in a 3d editor, ex Blender.
Blender: Import the CC3 .obj. Import 3Dxchange .obj. You will notice that the CC3 morph is moved a bit in the forward direction compared to the 3Dxchange morph.

Bottom of this page:
https://www.reallusion.com/FeedBackTracker/Issue/Exclude-tongue-eyes-teeth-from-obj-export-and-fix-origin-difference



iClone 7, 3DXchange 7 Pipeline, CC3 Pipeline, CT8 Pipeline, Iray, Live Face, iPhone Xr, Win 10, i9 9900K ~5GHz, Nvidia RTX 2080 8GB, 16GB Ram, M.2 SSD
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3 Months Ago by The-any-Key
mostafa_khaleghi64
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Can you specify the process? Which sliders were you using?
More information like step-by-step images or video will be a great help for us to clarify issues.

Hi, Thank you for answering. I won't have access to my office pc for a week so right now I can tell you some quick notes:
1- I followed official tutorial of CC website a movie for exporting for unreal with lod and etc.
2- I think the main reason for this behavior of morph targets is the UE4_ A_Pose animation becasue when I assign this pose as an animation sequence to the skeleton the offset will happen again. I mean the skeleton is a little pushed back because of the pose and it will go further back when you assign the pose as animation again.

And about the edge thickness I really need that feature so please give me a correct method for thickness.



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