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Message
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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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vidi (8/29/2019)
Its nice the see news updates but I would love to have the possibility to to remove unnecessary bones . not all Character are human like and have e.g no fingers or only 4. It is imosible to create a Character without fingers , because the weights deform the mesh , no matter how you adjust the bones Why is it not possible to adjust the bones or weights fo a character, why ? Hello vidi! Is it for content creation purpose? or content export?
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e1_scheer
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e1_scheer
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 120,
Visits: 1.1K
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Hi All,
We've just updated our unity version to 2018.4.5 but I cant get the auto setup tool to work. If I run it in 2018.4 it works, but that would mean degrading our whole project. Anyone else run into this issue or have a workaround?
Thanks,
Iwan
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e1_scheer
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e1_scheer
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 120,
Visits: 1.1K
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I haven't found an official character creator 3.1 bugs and issues thread, so I'll just add this here for now. When using character creator 3 there used to be a workflow where you can update your character fbx file in unity using windows explorer and the character prefab in your unity scene would be automatically updated.
There even used to be a video tutorial showing you how to do that. Has that changed in character creator 3.1? Can you still do that in later versions of unity with nested prefabs. This is a bit of a showstopper, because at the moment the prefab generated by the auto- setup doesn't update after updating the character fbx file.
Any help would be great,
Iwan
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animagic
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animagic
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 hours ago
Posts: 15.7K,
Visits: 30.5K
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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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e1_scheer (9/2/2019) I haven't found an official character creator 3.1 bugs and issues thread, so I'll just add this here for now. When using character creator 3 there used to be a workflow where you can update your character fbx file in unity using windows explorer and the character prefab in your unity scene would be automatically updated.
There even used to be a video tutorial showing you how to do that. Has that changed in character creator 3.1? Can you still do that in later versions of unity with nested prefabs. This is a bit of a showstopper, because at the moment the prefab generated by the auto- setup doesn't update after updating the character fbx file.
Any help would be great,
IwanHello Iwan, The process isn't changed. You can refer to the following info to get it run properly.
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armetral_18
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armetral_18
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Weeks Ago
Posts: 4,
Visits: 392
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What format of FBX do you export from 3dchange 7.5 do you export. I get a no profile found error in cc3 trying to use tranformers.
Edited
5 Years Ago by
armetral_18
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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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armetral_18 (9/3/2019) What format of FBX do you export from 3dchange 7.5 do you export. I get a no profile found error in cc3 trying to use tranformers. Hello armetral, The process is: - Export G6 character in FBX format from iClone
*with 3DXchange Pipeline installed - Import the FBX file via Transformer in CC
You can see the demo video from this post >> https://forum.reallusion.com/FindPost420499.aspx
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vidi
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Group: Forum Members
Last Active: 2 days ago
Posts: 10.8K,
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Is it for content creation purpose? yes,
------------------------------------------------------------------- liebe Grüße vidi
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Colonel_Klink
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Colonel_Klink
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 1.0K,
Visits: 7.4K
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I do have a question as to why Character Creator Pipeline users need to have 3DX Pipeline for using the transformation tool in CC to import G6 Characters?
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animagic
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animagic
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 hours ago
Posts: 15.7K,
Visits: 30.5K
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OK, I can now give an answer. The Transformer tool works with FBX files, so the G6 characters need to exported first as FBX and you need 3DX Pipeline for that. It may work with 3DX 6 Pipeline also. That said, when I try to export, I get a prompt about an Export license. It would be nice if this could somehow be bypassed because we are just re-importing and not using the characters externally. Otherwise the function would be of limited use for me.
Edited
5 Years Ago by
animagic
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