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Blender Auto Setup

Posted By Victor.Soupday Last Year
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Victor.Soupday
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Victor.Soupday
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Setting up the materials in Blender was becoming quite time consuming and it's way to easy to make mistakes so a few weeks ago I thought I would try and speed it up with some python scripting as I'd written a few python scripts for Blender years ago and they weren't too terrible.

Over time I got entirely too carried away with it and my little helper script grew into a full blown add-on with a UI and import/export functions and such. As I have a tendency to keep building and building and never really finishing with these types of projects they usually never see the light of day and end up collecting dust in some darkened corner of my hard drive, so I'm releasing it now and if anyone is interested they can try it out and see if it's any use to them.

For the moment this is mostly for setting up materials, but I've made a start at importing / exporting for character morphs and accessories which works(ish), but needs specific export settings from CC3, which are outlined in the readme.

I must stress this is very much an alpha version and still work in progress. It's Blender and it's running my janky code so expect bugs. It works they way I use it, so far, and with the character exports I have tested it with, but any expected conditions could cause it to go wrong.

Version 1.4.4:

https://forum.reallusion.com/uploads/images/6eecca99-2310-46cf-9f7b-fea8.png
Full Image on Artstation

Github: Github Project Page - Releases
Online Documentation: Documentation
CC3 Plugin:
CC3 Plugin Releases
CC4 Plugin: CC4 Plugin Releases

Changelog:
1.4.4
  • Missing bone chains from CC3 rig will hide corresponding control rig bones (e.g. missing fingers)
  • Export texture baking no longer duplicates baking on same materials across different objects.
  • Export fix to CC3/4 when material name starts with a digit.
  • Fix to import/convert of multiple generic GLTF/GLB props or characters.
  • Fix to exporting Roughness and Metallic texture strength (should always be 100).
1.4.3
  • Export bake maps now correctly sets bit depth and no alpha channel. Opacity texture bakes should work now.
  • Convert generic character from objects to props added.
  • Auto converts generic imports where possible, when using the import character button.
  • Texture and material de-duplication (optional)
  • ActorCore rigify accessory fix.
  • CC/iC Create tab and panels added.
    • Physics & Object Management moved to CC/iC Create.
    • Multi-res sculpt & bake helper tools panels added.
1.4.2
  • Separate Iris & Sclera emission colors for parallax eye shader.
  • Displacement calculation reworked as it behaves differently in Blender 3.2.1 (was causing triangulation artifacts)
1.4.1
  • Fixes
    • Export T-pose action created correctly when character bind pose is already a T-pose.
    • Tongue subsurface scatter parameter fixes in UI.
    • Hair material UI corrected in Blender 3.2.1 (caused by renamed icon enums)
  • Accessory bones now copy to rigify rig.
1.4.0
  • Physics JSON changes and additions export.
  • Unity T-pose export fix.
  • Body Collision Mesh fix.
  • Unity export logic fixes.
  • Resize weightmap function.
  • Increment/decrement paint strenth weightmap buttons.
  • image path writeback fix.
1.3.9
  • Full Json data generation added.
  • Rigify Toe IK Stretch Fix for Blender 3.1+
  • Convert to Non-standard function.
  • Convert from Generic character to Reallusion material based non-standard character.
  • Export baking fixes and default PBR export support added.
1.3.8
  • UI naming update.
  • Repository rename to cc_blender_tools (title CC/iC Blender Tools), old repo links still apply.
  • Initial support for exporting any non-standard characters to CC4.
    • Character should be aligned -Y forward, Z up for correct bone translation in CC4.
    • Json data constructed on export to try and reconstruct materials using the CC4 Blender Tools Plugin.
      • Materials must be based on Principled BSDF otherwise only texture name matching is possible.
    • non-standard characters rigged with Auto-Rig Pro will (try to) invoke the ARP export operator (if installed)
      • ARP export operator cleans up the rig and leaves only the relevent deformation bones.
    • Import functions expanded to allow import from FBX, GLTF and VRM for non-standard characters.
      • These are not considered to be CC/iC characters and have no material parameter, rigging or physics options.
1.3.7
  • Iris Color and Iris Cloudy Color added.
  • Tool bar tab renamed from CC3 to CC/iC
  • Some UI button name changes.
1.3.6
  • Rigify
    • Finger roll alignment fixed. All fingers now have exactly the same local bend axis.
    • Disables all physics modifiers non-contributing armatures and meshes during retarget baking to speed it up a bit.
  • Physics:
    • Low poly (1/8th) Collision Body mesh created from decimating a copy of the Body mesh and removing the eyelashes.
      • Hair would easily get trapped in the eyelashes and a lower poly collision mesh should speed up the cloth simulation.
    • PhysX weight maps normalized, provides a more consistent and controllable simulation across different weight maps.
    • Tweaked some cloth simulation parameters.
    • Smart Hair meshes in particular should simulate better now.
  • Unity:
    • Added animation export options (Actions or Strips)
1.3.5
  • Fix to shape-key action name matching.
1.3.4
  • Rigify Retargeting:
    • GameBase animation retargeting to CC Rigified Rig.
    • (Experimental) Mixamo animation retargeting to CC Rigified Rig.
    • Shape-key animation retargeting from source animation to CC character.
    • Shape-key NLA baking added (optional).
  • Materials:
    • Diffuse Color, Hue, Saturation & Brightness parameters for Skin and Hair materials.
  • Exporting:
    • Export to CC3 button renamed to Export Morph Target when editing OBJ imports with ObjKey.
    • When Export button is disabled: The reason is displayed under the button.
      • Export button Key check is overridable in the add-on preferences.
  • Other Changes:
    • Fix to ActorCore character (ActorCore website download) animation retargeting.
    • Basic face rig generated from full face rig and has the same jaw & eye controls and parameters.
    • Jaw pivot retargeting fixes.
    • Palm bones no longer affect deformation or generate vertex weights.
    • Crash fixes importing characters with very short names.
1.3.3
  • CC/iC/ActorCore animation retargeting to CC Rigified Rig.
    • Preview and Bake functions for retargeted animations.
    • Arms, Legs, Heel & Height adjustments.
    • Source armature and action selector, filtering by Armature name.
  • Animation importer, import multiple animations in one go.
    • Renames actions and armatures to match file names.
    • Optionally removes meshes & materials.
  • Bake control rig & retargeted animations to Unity.
  • Export Rigified character to Unity.
  • Basic face rig drivers for Eye Look blend shapes. (If character has ExPlus blend shapes)
  • GameBase to Rigify support.
1.3.2
  • Face rig Automatic Weight failure detection and (some) auto-correction.
  • Support for Voxel Heat Diffuse Skinning add-on for voxel weight mapping of the face rig.
1.3.1
  • Optional two stage Rigify process to allow modifications to the meta-rig.
  • Optional basic face rigging.
  • Support for ActorCore character Rigging. (Only with basic face rigging)
  • Support for G3 character generation, which includes Toon base characters. (i.e. the old CC3 base)
  • Support for rigging G3Plus, G3, ActorCore characters exported from iClone. (iClone exports with no bone name prefix)
  • Some Control Widget fixes and scaling.
  • Better character Generation check on import for exports without JSON data.
1.3.0
  • Rigify function added.
    • Character objects are bound to the Rigify control rig.
    • Vertex weights are remapped to Rigify deformation bones.

Link to latest post

This is for Blender 2.83+. Tested in 2.83 and 2.92, 3.0, 3.0.1 and 3.1

And I've made a quick demo video of installing and testing the add-on with some cheesy music:

Edited
3 Months Ago by Victor.Soupday
Victor.Soupday
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Rendering
A quick rendering test video using the add-on to quickly render a character:


And this is the rendered image from the video:
https://forum.reallusion.com/uploads/images/26d1e6f5-5815-4b49-bfa2-3ff8.png

Character Morphs
And here's a quick demo of using the add-on to help create character morphs:


Edited
Last Year by Victor.Soupday
4u2ges
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This is simply amazing! Your plugin is probably a prototype of what people have been asking for a long time. A link to Blender from RL suite.
Great job with material controls! Thanks.
I use Blender for modeling mostly and I am lousy when it comes to setting up environment, materials, lights, cameras... etc.
So I followed your tutorial straight. In 15 minutes I got this (out of which I was looking for Render button for whole 1 minute w00t)
I barely touched any material controls - almost default (just subdivided the mesh).

https://forum.reallusion.com/uploads/images/ae483434-d455-41b4-baaa-26a7.jpg






Edited
Last Year by 4u2ges
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This is indeed great for those that are not Blender experts (like me) and want to try rendering in Eevee, for example.

Material conversion from CC to an external application is one of the most baffling subjects to master, so this will be very helpful. If I have some time I'll try it out as well.


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

Anna Mironova
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Wow! Thanks a lot for great addon!
rosuckmedia
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@Victor.Suopday
WowSmileSmile that's great
Many Thanks
My first Test.
https://forum.reallusion.com/uploads/images/39992684-46df-4ecd-b6c3-5c77.png
Greetings rosuckmedia
Edited
Last Year by rosuckmedia
AutoDidact
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This is truly amazing!!
Although it only partially works with Daz converted skin maps
it is not a problem as I have already become familiar with manually  plugging the CC3 skin resources into the principled shader .
still this will save me alot of time bringing  in Standard CC3 characters for my web series currently in production
Thank you for this!!


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My name is Galactus,Devourer of worlds.
Look on my works ye mighty,..and despair!
My Feature length animated film
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My iclone to Blender facebook group
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Victor.Soupday
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I'll have a play with Daz conversion, see what it's doing differently to base CC3 characters.
AutoDidact
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Hi ,just FYI I only used texures converted from the earlier versions of genesis 2-3 as I left the Daz figure eco system entirely after migrating to Blender in April 2020
The ,main issue  I am having is the eyelashes not loading the opacity maps nor are the face micro normals working as far as I can tell.
 
I do it manually with my regular FBX imports from CC3
and even made my own custom SSS scattermask for the CC3 base male &Female
At any rate your addon is still a great speed enhancment to my Iclone to Blender pipeline for CCS native skin setups
Thanks !!!


---------------------------------------------------------------------------------------------------------------------
My name is Galactus,Devourer of worlds.
Look on my works ye mighty,..and despair!
My Feature length animated film
https://drive.google.com/file/d/17J9NeEDWIXUmdt3bx9q5dWrR50poEA5d/view
My IMDB listing
Anabran Abdhul Quarnain - IMDb
My iclone to Blender facebook group
https://www.facebook.com/groups/3101710290118152/permalink/3101717216784126/


oonabe
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wow, this is great, I've been just testing it a little bit and it really saves a lot of time when importing CC3 cahracters into Blender then having to set up all the textures again to work properly, thanks for sharing this.

It seems to work nicely when importing characters, anyways I noticed that importing a character into an existing blender file the process deletes my current cameras in blender, not sure if this happens because I'm using an add-on for my cameras or if it's due to the import process using your tool, anyways thanks for sharing it, I'll try to post some renders I'm working on now too

Edit: my bad, I just saw there are two buttons to import characters, using the lowe one kept my current cameras in the blend file, this is really great, I hope you continue developing this add-on and if you are thinking to sell it on blendermarkt or gumroad I would be glad to support you by purchasing it since I don't think I can really help developing the tool itself

Edit 2: unfortunately the second import option doesn't have all parameters set, skin is not showing micronormals and similar stuff, so I tried using the first import button again and as before, my already set cameras are gone as well as the lights, am I missing anything here?
Edited
Last Year by oonabe



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