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Pose issue creating morph

Posted By vidi 5 Years Ago
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luke (RL)
luke (RL)
Posted 5 Years Ago
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Hi, Vidi
I found the root cause is 3d-coat don't support bone so you see the native A-pose in it.
If your favor software is zbrush and 3d-coat, I will suggest you to use obj (with Bind pose) as a major file format.
thanks,

Luke

vidi
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The other Problem still keep,  I can not use the obj UDIM Layout in 3D coat , I need the old Std  UV Set. 


Finally I have found  an alternative  workflow, also for the baking the in 3D Coat. For me is baking in 3D coat better , because  there is  a visual Baking cage
even if a bit more complicated  as before, but   I'm finally happy that I get further.
These Pose Bug  and new obj UDIM Layout got into a mess my previous working workflow.

The solution for baking in 3D coat now 
I Import a CC FBX as pixel painting , because that keep the Std UV sets . In the Retopo Room I use option "Take mesh from Paintroom" and export this Retopo Mesh as OBJ. 
Then, I start new with the High Poly Mesh via vertex paint import and imported  in the Retopo Room  the the previously exported Retopo Mesh. Now can I bake. 

Now can I use all benefits of both together,
3D Coat and Substance Painter. :cool:

Now that's a temporary fix, however the "V Pose Issue" need to fix and obj export should get a additional  Option to export with old Std UV set .


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liebe Grüße vidi




vidi
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Ok I get it only working with set to  A Pose.  after all a Bright spot
only  T Pose make trouble . When T Pose obsolete why have we this option?  Why have we a Extra Button to load neutral Base that set the Avatar in the T Pose ? That makes all not sense.
To get a neutral base  Avatar that works (A Pose) need to reset the morphslidersand not press Button "load neutral Base" !!! 
T Pose is absolute nonsens now. 

The other Problem still keep,  I can not use the obj UDIM Layout in 3D coat , I need the old Std  UV Set. 


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vidi
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When I use an old CC Mesh it generate nona FBX key, therefore also that is a dead end 
I can try what I want, I can no longer work with this CC version.:angry:


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vidi
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Here the result if I set T Pose in the FBX Exportmenue :doze:




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vidi
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That has to be related to this A and T pose thing
If I send a character in the T pose to Zbrush and set as an A pose in the update Menue ,  I get the same V pose result.
But I use the Create Morph menu and exported a T pose and import the mesh as a Tpose. I cannot choose which pose should be set in the Create Morph menu, so I have no influence on it. This is a bug
TPose to A Pose = VPose


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vidi
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it shouldn't matter which software you use, if the mesh has a static T pose it should stay that way.
Anyway the new UV layout and no longer suitable export for baking is even the bigger problem now

that really annoys me, because now I have time and can't make any headway



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4u2ges
4u2ges
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Hey Vidi,
I know, there are lots of problems with current Bind pose and exports/imports.
But frankly, creating Morph Sliders from OBJ is not one of them (at least not for me with Blender workflow).
Wonder what you do different to get that weird result...







vidi
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Update 
When I want not use CC+ 
now other Generation are greyed out for Zbrush  :crazy:
My whole workflow is actually broken in every task .

BTW here to see waht happend when I use a Tpose as Morph. 




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vidi
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Thank you for the feedback Vidi. If you have reported the issue in the Feedback Tracker the CC team will investigate and you should receive a status update soon.

Do that Think really work ? 

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liebe Grüße vidi





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