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CC3 to Unreal - Limitations, bone-count and LODs

Posted By MetaLVX 5 Years Ago
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4u2ges
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No problem, Glad it worked out well for you :)




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WOW!  Bloody Fantastic!

I had already done a few tests with the first part of your suggestion, using the game base and our existing characters but you just put the last puzzle-piece into place.

This is the right solution!

Love CC3 and it's robust but you, as a real pro, providing the right solution for a particularly "niche" challenge makes it that much better... this is the key!

I thank you and our whole team thanks you man!
4u2ges
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It only works on CC3 characters. And here is where you convert it with.
Note: It does not bake DH shader for skin and reverts to PBR

https://forum.reallusion.com/uploads/images/3d8c2886-7329-4f8d-a2fb-6587.jpg




MetaLVX
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Thank you so much!  I'm doing a little research as I"ve never used anything from CC1 but I'm looking to see what benefits this might provide.
animagic
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VOXLUX (7/22/2020)
4u2ges - Is the game base available in CC3 and is this just the CC1 base characters?

It also available in CC3 for CC3 characters. That's all I can tell you at this point, as I don't use this pipeline.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

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4u2ges - Is the game base available in CC3 and is this just the CC1 base characters?
MetaLVX
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That's extremely helpful to know!  I will simply take our character packages and switch the base out and see if we're easily able to migrate but I'm crossing my fingers that this is a likely solution. Off I go and I'll comment as to the success.
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CC3 exports characters with 108 bones.

I do not know much about export to Unreal. But, maybe you are not aware (or maybe you are, but it's not applicable), the bones count is equal 73, if you convert to Game Base first before the export.
But this might help tije.tijeras with Clip Studio.

The only problem is, after converting to Game Base and exporting from CC, bones orientation is getting altered. This problem is confirmed and would be fixed at some point by RL.
Temporary workaround, is to send a Game Base character to iClone and export from there... if that is any help.


https://forum.reallusion.com/uploads/images/7e68aba0-5092-4543-ac1c-eab6.jpg





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Thanks for your response...

So in regards to both posts, it's about RL addressing what their recommendation is with what already exists but it needs to be answered by someone on the pipeline/engineering team.  Restating, the export pipeline functionality is incredibly flexible and extremely robust and I don't assume that this particular query is something that would necessarily be documented... if it even is possible.

The Quest is extremely easy and strait-forward to develop for, unlike the GO, and uses OpenGL ES 3.2 so, in almost all instances, my question is actually irrelevant specifically to the platform.

HOWEVER
It is a real issue when discussing AR applications on Magic Leap, Hololens or AR KIT/CORE hardware variants... even if they are using ES3.2.

Unshattered:

No one really assumes the following: "The idea that  RL is going to tailor a workflow to every possible output that unreal supports is silly" but the first example that you gave isn't applicable for the situation I initially described.  Your example has been commented to on and off Epic's forums and the UDN a number of times over the years.  A number of developers off the Epic community forum fielded that same solution and it's problems.  I was restating so that other's are not confused of it's limitations and pitfalls and I state unequivocally that it's not a solution for what I described in my post.

Your solution is only helpful in very limited situations so, not short-sighted, however my comments should never be taken as a personal slight.  We're all trying to assist one another here.






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VOXLUX (7/21/2020)
  • It is not a solution for production, for pipelines or any actual product deployment.

 The idea that  RL is going to tailor a workflow to every possible output that unreal supports is silly. And to say its not a solution is a bit short sighted.. There are many game developers, myself included that are using pipeline for professional production work. I think what your really asking for is an export option for mobile, and id agree. As for Android based VR like the Quest i can tell you right now having developed for it,  that skeletal bone count is the least of your problems. Also sorry for jumping on your thread, having faced that very issue i thought i might be of some help if not for you then maybe others. Best of luck 

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