Profile Picture

Blender Auto Setup

Posted By Victor.Soupday 5 Years Ago
Rated 4.8 stars based on 17 votes.
1
...
27
28
29
30
31
...
58

Author
Message
Victor.Soupday
Victor.Soupday
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 2 Months Ago
Posts: 569, Visits: 9.0K
towlie2110 (4/17/2022)
https://forum.reallusion.com/uploads/images/bee70bd8-ce7b-41d2-ba71-11d8.png


It's hard to make out, but the character armature is still called "Armature", so it looks like you didn't import the character through the add-on. If you import the character using the "import character" button it will rename the armature to the characters file name as part of the material set-up process. Don't import via the file > import > fbx menu.
AutoDidact
AutoDidact
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)

Group: Forum Members
Last Active: 4 Months Ago
Posts: 2.1K, Visits: 13.6K
@Victor

This is exactly what I was hoping for !!,

My Current CC3 to Blender Pipeline involves simply exporting a new FBX animation from IC/CC3 and switching to the new motion in the action editor since the base CC3 rigs are identical.

The only drawback,( if you will), is when I encounter the inevitable need for a slight ”editorial” adjustment to the animation ,within Blender ,it is extremely tedious to have to drill down into the bone hierarchy and select and manipulate body parts manually without proper viewport rig controls.

Even Iclone 8 has added more access to the control rig in the viewport
You have now made my pipeline complete as we will now have the much needed rigify controls while retaining full access to our vast Iclone native libraries  from inside of Blender.

looking forward to the update


THANK YOU!!!


RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
https://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


towlie2110
towlie2110
Posted 4 Years Ago
View Quick Profile
Junior Member

Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 11, Visits: 44
https://forum.reallusion.com/uploads/images/bee70bd8-ce7b-41d2-ba71-11d8.png
towlie2110
towlie2110
Posted 4 Years Ago
View Quick Profile
Junior Member

Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)Junior Member (245 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 11, Visits: 44
Still greyed out for me. I've done everything as you depicted in the screenshots. Even went back to export the OG female model when you open a New Project in CC3. All the same settings checked and unchecked. Yet when I import to Blender the export to CC3 is still greyed out

I dunno what to tell you either I don't have any extra info. I did everything exactly the same. 
Victor.Soupday
Victor.Soupday
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 2 Months Ago
Posts: 569, Visits: 9.0K
AutoDidact (4/14/2022)
Hi victor,
thanks for  adding a rigify option
for those scenarios when one needs to hand key an imported CC3 figure with a control rig.
On the matter or retargeting to that control rig inside Blender inside Blender.
I am using a Hybrid Pipeline, where I mix Both Daz genesis figures and CC3 Character in side Blender.
Daz studio has an excellent  free plugin called Diffeomorphic which also has a convert to rigify option.
Someone has recently released a free Add-on called Expykit that enable retargeting of mixamo motions directly to a  Daz genesis converted rigify rig in blender
Perhaps you could take a look at how his add-on is built to assist you in developing  a  retargeting solution for the CC3 Characters converted to rigify.


I'm going to focus on re-targeting CC/iClone/ActorCore animations as they are effectively the same skeletal structure as the Rigified CC characters, and should in theory re-target very well. There are plenty of 3rd party add-ons that can re-target other animation types, Mixamo, Rokoko, Maya, etc. But for the native CC type animations none of the 3rd party add-ons can re-target these fully as they can contain facial animations too including blend shape animations, which all need to be re-targeted too, but nothing else can do this.

I've been researching various methods of re-targeting, the most promising of which (and the one that needs the least amount of mind bending transform calculation on my part) uses an intermediate re-targeting rig that includes elements of both the source and target rigs and the internal parenting effectively does all the heavy calculation and the target transforms can be copied out of it.

So I extended on that idea and using the original CC3 skeleton of the character as the basis for the re-targeting rig and included bone relative displacement scaling from the source animation for different character sizes. Effectively re-targeting from:
animation source rig > original cc3 rig > rigify rig.

The idea being as the rigs have the same structures then the re-targeting should be very very accurate. And... it actually worked: (after a few failed attempts that would give John Carpenter's "The Thing" a run for it's money.)



In the second part of the video, the character in the middle is the source animation export from iClone, and the two at either side are rigged and re-targeted from it.

This is only for CC/iC/ActorCore animations. This approach won't work for animations with different skeletons.
Victor.Soupday
Victor.Soupday
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 2 Months Ago
Posts: 569, Visits: 9.0K
It looks like the Eye Occlusion mesh. It's mean to simulate the ambient occlusion and contact shadows around the eyes for non ray tracing renderers like Eevee. Depending on the lighting it can either look too dark or not dark enough.

You can select the Eye Occlusion object and change it's Strength and Hardness parameters to set it how you want it, or just delete it if you don't want it.
oldnewusa
oldnewusa
Posted 4 Years Ago
View Quick Profile
Senior Member

Senior Member (358 reputation)Senior Member (358 reputation)Senior Member (358 reputation)Senior Member (358 reputation)Senior Member (358 reputation)Senior Member (358 reputation)Senior Member (358 reputation)Senior Member (358 reputation)Senior Member (358 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 33, Visits: 297
hi Folks !

no matter what im setting up , (i guess i missed something) im not able to get ridd off that shadow in eye area. Its gone when im Turning off "Refraction" in render properties , but this
not the solution im looking for.
It messed up something with reflections. Thanks for help.


Actully when i turn off refraction im getting somethinig like this 


Victor i saw most of your chars dont have any bugs or glitches exported to Blender did you made some tutorials where can we learn please?

have a good day ppl! Victor you are the man !!! 
AutoDidact
AutoDidact
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)

Group: Forum Members
Last Active: 4 Months Ago
Posts: 2.1K, Visits: 13.6K
Animation Retargeting
Animation retargetting is still possible using 3rd party add-ons. I have been having some success with the Rokoko re-targeting add-on, which is free to use but needs an account with Rokoko. I will try to get a demonstration video of this out soon.Animation retargetting is still possible using 3rd party add-ons. I have been having some success with the Rokoko re-targeting add-on, which is free to use but needs an account with Rokoko. I will try to get a demonstration video of this out soon.

*If* I can figure out the retargeting process then hopefully it will be possible to include an automatic retargeting function.*If* I can figure out the retargeting process then hopefully it will be possible to include an automatic retargeting function.
Hi victor,
thanks for  adding a rigify option
for those scenarios when one needs to hand key an imported CC3 figure with a control rig.
On the matter or retargeting to that control rig inside Blender inside Blender.
I am using a Hybrid Pipeline, where I mix Both Daz genesis figures and CC3 Character in side Blender.
Daz studio has an excellent  free plugin called Diffeomorphic which also has a convert to rigify option.
Someone has recently released a free Add-on called Expykit that enable retargeting of mixamo motions directly to a  Daz genesis converted rigify rig in blender
Perhaps you could take a look at how his add-on is built to assist you in developing  a  retargeting solution for the CC3 Characters converted to rigify.



RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
https://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


Mitsi.studio
Mitsi.studio
Posted 4 Years Ago
View Quick Profile
New Member

New Member (6 reputation)New Member (6 reputation)New Member (6 reputation)New Member (6 reputation)New Member (6 reputation)New Member (6 reputation)New Member (6 reputation)New Member (6 reputation)New Member (6 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 1, Visits: 26
Hey there,

I am working with iclone and importing it into blender works great. Super nice plugin so greatly appreciated.
My question is as follows..is there another way than to import hair from iclone via alembic. The plugin says it can import physics but how does that work?

I have tried the other method before and it worked ok but when the characters head moves a lot the scalp mesh does not allign 100percent.
Any idea how to fix this?

Let me know
jeff.davies
jeff.davies
Posted 4 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (2.8K reputation)Distinguished Member (2.8K reputation)Distinguished Member (2.8K reputation)Distinguished Member (2.8K reputation)Distinguished Member (2.8K reputation)Distinguished Member (2.8K reputation)Distinguished Member (2.8K reputation)Distinguished Member (2.8K reputation)Distinguished Member (2.8K reputation)

Group: Forum Members
Last Active: 3 Years Ago
Posts: 300, Visits: 1.5K
+1 Soupday for president of the world!

- Jeff
The Adventures of Capt Sanchez
Cybernautic Studios

1
...
27
28
29
30
31
...
58



Reading This Topic