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Postfrosch
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Postfrosch
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 6.9K,
Visits: 18.4K
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but once they find they can't add the very tatts their friends have or the long hair they have paid for and downloaded Hi Gerry
Which hair you can NOT use in CC 3. Please example. All hair that I have from RL works in CC 3 with every Avatar C1 - C3 (also with headshot or CT8 heads) I can even use hair created for G 4 / Gr avatars (renamed from iHair to ccHair). I can't find any problems here. All types of clothing can also be used in the CC 3 (better than with CC 1 or 2)

About the tatts: be patient until the end of April / mid May. Then the promised appearance editor (skin editor) for CC 3 avatars will come (finally after a waiting period of 2 years). However, a new essential skin morph package will (probably) be necessary. One is announced at least at the same time. We will see that later.
For export to IC. You don't have to pose the avatar in CC 3 yet. Send him in the T-pose to Iclone or move him to the location where you want him and then give him the pose he should take. You don't have to have the Gyzmo at chest height either. All it takes is a close camera shot and the mouse
greeting from Germany Postfrosch
Sorry for this bad englisch. It's only a Google-Translation
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esemgee
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esemgee
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 168,
Visits: 469
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Thank you, that was most informative and useful!
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Rampa
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Group: Forum Members
Last Active: 2 Weeks Ago
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Everything evolves in steps. Here is a simple method to use the AE and then convert to DH shaders.
You can then apply Headshot to the existing character.
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esemgee
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esemgee
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
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animagic (3/18/2020) But it is the same for props. You would not normally move the pivot to place the prop. So if it is a large prop you will need to use other measures. The reason why you would leave pivots alone is that there may be dependencies, for example with sub-props.
The existing Appearance Editor is not compatible with CC3 characters, which is how tattoos etc. are applied to the skin. The choice at the the time was to either delay the introduction of CC3 characters and dispense with the improved quality or delay a compatible AE. I don't work for RL, but they must have had ideas for improved skin, etc. a while ago, which asked for a different approach to the AE, which could not be further developed without the new digital human shader actually being there. So it is not a matter of "taking away functionality" in this case, it was a matter of applying development resources efficiently.
Thanks but as this confuses me more I feel I need to yet again repeat myself! The only way I know to move something is with the 'pivot' gizmos. If I build a set and import a CC3 avatar it is standing at x and looking at y, I want to change both these so I use move and rotate. Both these gizmos are stuck at the feet so this needs to be done at a distance as I can't move the gizmo higher (an issue that now seems to have an unresolved history). I am told 'no problem use the mouse' - sorry??? Using the mouse gets rid of any dependency problems? Can you see why I said from the very start that I find this odd? Thanks for the info on the Appearance Editor and it is this very way of going about things that has made me reconsider using RL. It is pushing for skin shading before building a really powerful base. Headshot has possibly attracted hundreds of new users, many just wanting to do fun memes of friends, but once they find they can't add the very tatts their friends have or the long hair they have paid for and downloaded goes mental from the very start then they will walk. RL needs to think of an out-the-box edition and a pro-edition because until I can get hair and clothes to quickly work on a character I am not interested in showing every sweaty pore. What is the point? How much will the hardware cost to do all this?
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esemgee
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esemgee
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 168,
Visits: 469
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@justaviking Thanks for that! I feel like I am going mad explaining this small but pertinent issue. Love the screwdriver analogy someone posted!
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justaviking
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justaviking
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 8.2K,
Visits: 26.5K
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It sounds like you're looking for some functionality I requested nearly 4 years ago (April 2016). https://www.reallusion.com/FeedBackTracker/Issue/Option-for-a-Floating-Gizmo-to-be-in-center-of-viewportThat request has comments with links to a couple other related Feedback Tracker issues.
iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity... Desktop (homebuilt) - Windows 10, Ryzen 9 3900x CPU, GTX 1080 GPU (8GB), 32GB RAM, Asus X570 Pro motherboard, 2TB SSD, terabytes of disk space, dual monitors. Laptop - Windows 10, MSI GS63VR STEALTH-252, 16GB RAM, GTX 1060 (6GB), 256GB SSD and 1TB HDD
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animagic
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animagic
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
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Visits: 31.4K
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But it is the same for props. You would not normally move the pivot to place the prop. So if it is a large prop you will need to use other measures. The reason why you would leave pivots alone is that there may be dependencies, for example with sub-props. The existing Appearance Editor is not compatible with CC3 characters, which is how tattoos etc. are applied to the skin. The choice at the the time was to either delay the introduction of CC3 characters and dispense with the improved quality or delay a compatible AE. I don't work for RL, but they must have had ideas for improved skin, etc. a while ago, which asked for a different approach to the AE, which could not be further developed without the new digital human shader actually being there. So it is not a matter of "taking away functionality" in this case, it was a matter of applying development resources efficiently.
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esemgee
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esemgee
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 168,
Visits: 469
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Thanks again. I am fully aware of using the preview camera to 'position' the asset in a frame but as I said, I am concerned on the difficulties of positioning the asset within a set, so to get him to go behind a table, slightly more to the left of the sofa etc. This is done with the pivot move gizmos and they can only be at the feet of the asset and not elsewhere. I now know about switching them off and using the mouse but I find it extraordinary that the gizmo itself can not be moved chest high. If my asset were a tree - no problem!!!
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wires
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 5.7K,
Visits: 26.5K
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An addition to my post above. When using the Preview camera to position any asset in a scene it helps if the main/recording camera is selected in the Mini Viewport and that this is open to ensure proper adjustment for the final scene.
Gerry
System: Win 10 Pro (21H2), Asus X99-E WS, CPU i7-5930K -3,5 GHz, 32 GB DDR4 2666-16 RAM, NVidia GTX 1080 Ti GPU - 11 GB VRAM(Driver Studio-536.99), Samsung 850 Pro 512 GB SSD, 6 TB HD storage.
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wires
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 5.7K,
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The Preview camera does not create key frames, or any other control points, on the Timeline in iClone. When making a movie one needs to add a camera from the "Create" menu that will be used to record the scene. It is also possible, and very helpful, to create a number of cameras to record the scene from different angles. When using a new camera the user can select settings such as Focal length, Depth of Field, motion etc.. Any motion such as zooming in and out, rotating etc. while a camera is selected will be recorded and added as key frames on the Timeline. To make position adjustments to any and all assets in a scene it is best to always just use the Preview camera and any rotating, zooming etc. will not be recorded, it is then possible to return to the "Main" camera to continue recording the scene.
Gerry
System: Win 10 Pro (21H2), Asus X99-E WS, CPU i7-5930K -3,5 GHz, 32 GB DDR4 2666-16 RAM, NVidia GTX 1080 Ti GPU - 11 GB VRAM(Driver Studio-536.99), Samsung 850 Pro 512 GB SSD, 6 TB HD storage.
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