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Message
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CCUnityUser
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CCUnityUser
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 4,
Visits: 242
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Bumping this, why isnt this available when merging materials? I'm not creating LOD's
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dave_656710
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dave_656710
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 1,
Visits: 83
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Added my vote as well to the tracking issue. It makes sense that the "Mouth Open as Morph" check box is disabled when using Remesher, but it when you select "Keep Original Avatar" it really should re-enable the "Mouth Open as Morph" check box.
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Miranda (RL)
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Miranda (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hi Iwan,
I'm sorry that you feel this way (I will be upset if I were you) , and thank you for letting us know. We've highlighted your request to Dev Team and the team in charge of Feedback Tracker yesterday. The alarm mechanism doesn't work, so we are not aware that you've been requesting for an update for a long time. In my point of view, all suggestions are precious. Even we are unable to satisfy each demand, nor give you quick response, we shall show our respect to you.
Again, thanks for reporting this. I hope it will make some changes this time.
Miranda
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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: 2 Years Ago
Posts: 120,
Visits: 1.1K
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It's been months since I first raised this issue and several character creator updates have been released since.
The fact that I raised this issue as urgent in my case has made no difference and registering these issues in the feedback tracker (besides several other feedback issues I have taken the time to list and document in the feedback tracker).hasn't changed anything either
To me the whole support system at reallusion, where support members are always prompt and polite with a reply feels more like a PR exercise than true support, with no real follow up on the actual issue at hand.
I'm not expecting this mail to make a difference, but I've taken the time to follow up on this issue just in case this info gets past the PR department.
Iwan
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e1_scheer
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e1_scheer
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 120,
Visits: 1.1K
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Hi Miranda,
Thanks for the update, it definitely helps to know they're looking at this.
I'm currently prepping our serious game characters (50-60) ready to export as bx files. That will probably take me a couple more weeks.
Would it be possible to include this in a "non official" patch within that timeframe?
Thanks again for your help,
Iwan
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Miranda (RL)
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Miranda (RL)
Posted 6 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hello e1_scheer,
I haven't got response from Reallusion Dev Team. Since you've submitted this request to the Feedback Tracker, we will evaluate it afterward. Any update information can be shared there too.
Miranda
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e1_scheer
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e1_scheer
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 120,
Visits: 1.1K
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So no-one has a solution for this?
Just to sum up, what I'm trying to achieve is : export a character to unity with the original character checked and two LOD's.
1. original level with blendshapes/including an open mouth blendshape that combines lip and jaw motion 2. first level remeshed 3. second level remeshed
All LOD levels need to use the same skeleton
Thanks in advance,
Iwan
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e1_scheer
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e1_scheer
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 120,
Visits: 1.1K
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Ok, So I've had a closer look at this and I think the solution you're proposing is one where I export several seperate LOD characters and then link them in Unity through the LOD group component. I know this works as I've tried it before, but the problem is that I then have a seperate skeleton and avatar for each LOD level.
However what I want to achieve is having different LOD levels on the same skeleton. I thought that's what the CC 3.1 update promised to achieve. I've tried the new "one skeleton" pipeline and it does work. I can even include the original unremeshed character, including all blendshapes, except for the "mouth open" one. I don't see why there isn't a way to include this morph shape into the original character LOD mesh.as it's not being remeshed.
I really need to get this to work so any ideas are welcome!
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e1_scheer
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e1_scheer
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 120,
Visits: 1.1K
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Thanks for the replies both of you! I will defininetly look into the multi-level option when I get back to work on monday. and maybe need your help to get this to work
Have a good weekend :)
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Miranda (RL)
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Miranda (RL)
Posted 6 Years Ago
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Group: Administrators
Last Active: 3 Years Ago
Posts: 1.8K,
Visits: 11.2K
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Hello Iwan and Scy, The mechanism of remesher function is combining multiple meshes into one, so keeping the blendshapes is not possible at the present. Remesher function is to quickly generate models in multiple LOD, but it doesn't mean that you can only use remesher to create characters for LOD. For example, the showcase in our webpage consists of Creation Base (original base without any polygon deduction), Game Base, Remesher, etc.
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