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4u2ges
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4u2ges
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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Blender is a popular and second to none app for those who cannot afford Zbrush. I personally prefer to weight stuff in Blender where I work a lot faster than in CC. Then I can create dozens of morphs for cloth in Blender and import them all in one shot. Why not to have an easy and convenient way to import a rig back, specially that I might have to do it a few times in an hour where I do not have to worry about wasting time saving outfit, reloading avatar, or reloading skin, etc, etc. There some who still prefer to work within RL eco system - surprise, surprise... With latest FBX Key it's almost working and would not take much effort to perfect it, while so much effort was put by RL to develop various Auto (and not so Auto) setup links. So why not?
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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
Posts: 15.8K,
Visits: 31.4K
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Blender or not, FBX import into iClone (and I guess CC) is highly inadequate. So there is a lot that needs to be fixed. I wrote about that a while ago (didn't do an FT entry though), but there wasn't any interest in the problem.
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4u2ges
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4u2ges
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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animagic (7/15/2021) Blender or not, FBX import into iClone (and I guess CC) is highly inadequate. So there is a lot that needs to be fixed. I wrote about that a while ago (didn't do an FT entry though), but there wasn't any interest in the problem.
Oh boy... Don't let me start on that one. :)
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AutoDidact
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AutoDidact
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 2.1K,
Visits: 13.6K
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There some who still prefer to work within RL eco system - surprise, surprise... I understand but there are hard & soft limits to every eco system. Technical limitations and strategic choices about where to spend resources on software features. That fact that Reallusion has spent so much recent effort to enable us sending our Characters and content to external eco systems is a strong indication that they acknowledge those hard&soft limits of Iclone. I personally dont see this any failure on their part
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sonic7
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sonic7
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 1.7K,
Visits: 19.4K
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I try to do as much as possible within iClone, but have slowly (with feet dragging) come to realize the need for Blender for certain tasks not possible within iClone. (for *film making*). (at the moment I still use Sketchup for parts that I can't achieve in Blender - yet). DaVinci Resolve is great for compositing scene layers (exported from iClone as PNG sequences). And this plugin from Victor is fantastic - enabling heaps of possibilities that go beyond the standard CC3 morphs - I don't know how I would live without it now that I've *discovered it*. Many thanks Victor!
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Please be patient with me ..... I don't always 'get it' the first time 'round - not even the 2nd time! :( - yikes! ... ● MSI GT72VR Laptop, i7 7700HQ 4-Core 3.8 GHz 16GB RAM; Nvidia 1070, 8GB Vram ● iClone-7.93 ● 3DXChange Pipeline 7.81 ● CC-3 Pipeline 3.44 ● Live Face ● HeadShot ● Brekel Pro-Body ● Popcorn FX ● iRAY ● Kinect V2 ● DaVinci Resolve17 ● Mixcraft 8.1
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Victor.Soupday
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Victor.Soupday
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 569,
Visits: 9.0K
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Update 0.7.1 - Back ported the more advanced Eye Occlusion shader from the Unity HDRP setup.
- Added displacement modifiers & parameters to Eye Occlusion and Tearline objects.
- Initial support for ActorCore models type C/D/D+.
Github link: https://github.com/soupday/cc3_blender_toolsRelease: https://github.com/soupday/cc3_blender_tools/releases Main features, more advanced Eye Occlusion shader demonstrated above. Displacement controls added for the Eye Occlusion mesh and the Tearline mesh. In CC3, by default the Eye Occlusion and Tearline meshes are pushed forward just a little bit by the shader. I've replicated this with displacement modifiers and vertex groups, so that now the eye occlusion and tearline should look more accurate. The displacement controls are part of the material parameters.  I will be back porting more of the shader advancements made in Unity to Blender. Namely: The Head/Skin shader micro surface adjustments and some improvements to the Eye shader around the limbus.
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letsdothis
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letsdothis
Posted 5 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 9,
Visits: 97
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Using the latest version of the blender plugin, it's GREAT!
I just have one issue where the shadow along the hairline seems way darker than it should be. Cycles rendering. If there's something I need to tweak, would be great to know if anyone has tips.
Otherwise things are great, very easy to import and start using.
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Victor.Soupday
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Victor.Soupday
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 569,
Visits: 9.0K
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More transparency bounces:
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oonabe
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oonabe
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 79,
Visits: 1.4K
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Hey Victor, first of all, thanks a lot for the update. I wanted to ask because I'm not sure if this is something that needs correction or if it's just a wrong setting from my side. The thing is that when I import models from CC3 using your tool, the tongues are transparent, I need to remove the alpha value in the shader section for them to show up, but I'm not sure if I'm breaking the shader by doing that.
Another thing is that sometimes characters have weird skin issues where some parts of their skin will show with a very high reflection, as if the roughness value were completely down, it doesn't happen every time but it seems to happen when I import several characters as fbx directly from iclone, not sure if it only happens if there is an animation going on or just having several characters exported together at the same time.
Other than that your add-on is really great, thanks for your work and for sharing it and updating regularly
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Victor.Soupday
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Victor.Soupday
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 569,
Visits: 9.0K
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It picks up on whatever alpha settings the fbx importer sets for the materials. Because I can't verify those settings I just go with whatever the importer sets them to, but sometimes the tongue comes with some strange alpha settings.
It's perfectly safe to make any changes to the material nodes and shaders you want after building the materials.
For now I will force the tongue (and teeth) materials to opaque.
I'll look into exporting several characters at once from iClone.
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