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Blender Auto Setup

Posted By Victor.Soupday 5 Years Ago
Rated 4.8 stars based on 17 votes.
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Lord_Dreadmoor
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@lightbearer
 
Just out of curiosity, what are you using for lighting when you render in Cycles?


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lightbearer
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I'm using an HDRI from PolyHaven.com (formerly HDRIHaven.com), along with a Sun lamp, area lamps and point lights.
rosuckmedia
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Blender Auto setup Tool 1.2.2
I have a question about skin tone and brightness.
Where can I find the setting, I can't find it anymore.??
Thank you for your help.
Greetings rosuckmedia
https://forum.reallusion.com/uploads/images/f3ce25d2-259f-4e63-8a8f-afe0.png
Necka
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Hello Victor, I have tested the Blender too to export to Unity and I found it great overall.
I do have a question, more a feature request but it might be completely out of scope of this tool.

Would you consider creating a  solution for merging materials for the Unity exporter? (not the round trip to CC3 obviously)
I want to explain:

Since Smart Hair and Brows/Beards came to CC3 it's simply a mess to get "Game Ready" characters that look decent enough.
If I use LOD: Original character (LOD0) is working great. Next LODs are simply a big mess (Hair/Beard are awful and not acceptable even from a distance)
If I use Merge Material: I can't pick what to merge and CC3 will output Beards/Brows/Hairs that aren't compatible with the Unity CC3 Import tool. Actually I have the impression that CC3 Import tools simply don't apply any custom shaders when Merged materials is used.

When I saw the Blender tool Unity export I thought that might be the key.
Would it be conceivable to have some sort of material merging (or atlasing) tool so we can define for example: 
-Merge all Body Materials to 1 Material (possibility to include Nails or other items that make sense)
-Merge all Beard and Brows Objects + Atlas to 1 Material
-Merge Clothing and Atlas

The Reallusion built-in tools just don't work properly for this when Smart Hair is involved. For the project I'm working on I don't mind have PBR Skin but I do care having proper Hair/Beard/Brows looking from a normal distance (not close up)

I hope this could get some traction for getting some really neat options for optimizing game characters.
The goal is to reduce draw calls here. I don't mind setting up myself the LOD groups then having a LOD0 with original character with 250+ draw calls is ok then LOD1 ~80 drawcalls etc.
Here are a few screenshots as reference. I know they are not taken from CC3 to Blender to Unity but directly CC3 to Unity, I'm using this post because I believe that this kind of things could potentially be handled by the Blender plugin

Character from CC3:


Imported normally to Unity with HQ materials (3D Pipeline) - 239 draw calls (with your sample scene)


Imported in Unity with LOD groups:
LOD0 / LOD1 (notice that even colors on clothing are not kept from RL LOD creation) - 55 Draw calls in LOD1
Again, the goal isn't to view this up close, but it should be at least acceptable on the Hair/brows to not distinguish a big chunk of mess like this


Merged Materials by Type (that one isn't even recognized by Unity import tool so it doesn't apply any of your shaders) - 96 Draw calls (a good balance if that would be an LOD1 character)


Victor.Soupday
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Version 1.3.2: Rigify Part 1

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


Github page - Release Page

Changelog
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.

Rather than wait for a video to show-case this, I'll release this now. Rigging is a complex process and I want to make sure the initial rigging works before pushing ahead with trying to figure out animation re-targettng and exporting.
  • CC3+ (G3Plus)
  • CC3 (G3)
  • Actor Core (with G3 skeletons)
CC3+ and CC3 characters can be fully face rigged (as they have a consistent UV map which can be used as a reference for face positions). Actor Core models all have different UV maps and it is impossible to place the face bones automatically. The face rig will work on top of the blend shapes and so can act as a way to refine facial expressions or go beyond them.

As an alternative I have made a custom basic face rig than can control Actor Core characters eyes and jaw. It is also optionally available on all other characters types if you don't want the full face rig and just want to animate the face with Blendshapes alone.

Face Rigging Notes
Mapping the full face rig relies on Blender's "Parent with Automatic Weights" function, which is unfortunately quite unreliable. So I have included some checks to detect any failure to weight correctly in which case the add-on will try to clean up the suspect meshes and temporarily reduce them to only the head parts to try and get a successful weight mapping.

If you have the add-on Voxel Heat Diffuse Skinning (which is a paid add-on, but there is a free version (link) the author made as a more reliable replacement for "Parent with Automatic Weights"), there is a button (after the character is rigged) to try and bind the face rig with this method of weight mapping, which never fails but the results are a little different.


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.

*If* I can figure out the retargeting process then hopefully it will be possible to include an automatic retargeting function.


jeff.davies
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+1 Soupday for president of the world!

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Mitsi.studio
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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
AutoDidact
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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.



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oldnewusa
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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 !!! 
Victor.Soupday
Victor.Soupday
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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.

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