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media_566068
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media_566068
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 7,
Visits: 25
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Hi,
Is it possible to export a character to fbx with multiple outfits (each clothing part is exported as a separate mesh) rigged to that model?
We are using exported characters in Unity and unused outfit's skinned mesh renderers would be disabled when not in use.
Thanks.
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Rampa
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Group: Forum Members
Last Active: 2 days ago
Posts: 8.2K,
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Maybe like this?
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media_566068
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media_566068
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 7,
Visits: 25
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Thank you for the suggestion.
Let me add some clarification to my question.
We use a mixture of clothing that is created in a separate modeling program (3DS Max) and clothing that is made for CC3. The clothing created in 3DS Max is imported into CC3 and added to the character. I export the character to fbx (either for blender or unity depending on how we process the specific character). We could rig the clothing in Blender, but CC3 does such a good job at weighting I would like to use it if possible.
So what I am trying to do is create a CC3 project that has multiple shirts /shoes / pants / dresses / jackets on a character.
This is the problem that I have run into:
Some clothing items are automatically removed when adding a different model in the same category (e.g. boot1 is replaced by boot2).
Is there a way to force CC3 to allow multiple items of the same type?
Thanks.
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Rampa
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Group: Forum Members
Last Active: 2 days ago
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There are 20 layers for clothing. Each item must have it's own layer, or it will replace whatever is currently on that layer. See the help file here: http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/08_Cloth/Customizing_Clothing_Layers.htm
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Scyra
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Group: Forum Members
Last Active: 5 Years Ago
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Rampa is correct, but there's one more thing—only one of type Shoes, Gloves, Hair is allowed at a time. Now, what you can do to get around this problem is to go to the Modify panel > first (Attribute) tab, and Convert to Accessory > Bake Current Shape. Now, whether this will affect anything when it comes over to Unity, I cannot say for sure, but my thinking is that whether something is Shoes or Clothing just affects how it conforms and auto-follows poses inside of CC3; none of that exactly comes over to Unity. What comes over is just this .. 78% of original size (was 645x19) - Click to enlarge If you're converting to Accessory it automatically sets the correct Root Bone, so I expect no trouble. Maybe do a test with some boots exported as Shoes and another as Accessory to verify.
CC3 & Daz Tricks | CC3 to Unity workflow
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4u2ges
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4u2ges
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 days ago
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Actually you may very well convert shoes to cloth and change layer to available cloth layer slots. After applying shoes, just click "Transfer Skin Weight" and select "Other". "Other" makes/retains a perfect weight transfer and converts shoes to cloth. The only thing you would probably worry about, is to have the same types of shoes applied (in relation to floor contact). Having different types of shoe mix (high heels and boots for instance), may, or may not pose a problem in the destination app. You have to figure that out... Here she is wearing 3 pairs of boots. And they fit perfectly regarding weights. 78% of original size (was 645x19) - Click to enlarge
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Scyra
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Group: Forum Members
Last Active: 5 Years Ago
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media_566068
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media_566068
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 7,
Visits: 25
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Thanks for all the help. I can confirm that converting shoes / hair to cloth works great when exporting to Unity.
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Scyra
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 220,
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Thanks for coming back to confirm. Glad it's working for you...other people were asking about this a little while ago so it's nice to have an answer now.
CC3 & Daz Tricks | CC3 to Unity workflow
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Richard_ML
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Richard_ML
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 3,
Visits: 24
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Rampa (10/10/2019) Maybe like this?
Thank you for providing a solution for this problem!
However, I am now experiencing a new issue. I am unable to export using the InstaLOD tool because the hidden faces are included in the process. I have hundreds of pieces of equipment to process and this tool is a real time saver.
Would I need to generate all of the LOD versions of each piece of equipment manually, as well as the Unity LOD Group component? Or is there a workaround for this issue as well? https://i.gyazo.com/570cefa7c192c6ed0ffbdbe2a8898395.jpg
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