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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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Leodegrance
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Just tested the latest version of the plug-in (2.09) and transferred a character with the Data Link (I called it Live Link, but I guess that's strictly for Unreal or Omniverse).  Really like the ease of use and how quickly everything updates.  I know I'm just scratching the surface.  The previous video where you send props back and forth looks promising and will make arranging props, lights and cameras between the two softwares so much easier.  Keep up the great work Victor!

https://youtu.be/tF32yM6exwo
4u2ges
4u2ges
Posted 2 Years Ago
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Utterly awesome (and speaking about timing :D)!
Gave me a chance to finally upgrade Blender to v4 (great to have a direct USDZ import) and update Pipeline tools.
Have not tried anything complex but whatever I "Go iCloned" worked perfectly fine.
Thank you for your hard work!




Victor.Soupday
Victor.Soupday
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4u2ges (6/2/2024)
I meant to ask this for a long time...
We have a button "Export Accessory" in CC Pipeline, but it exports materials "traditional" fbx way without pipeline with a lot of missing textures.

It would have been a great help to add "Convert to Accessory" function.

The way I see it, you select multiple objects and click that button. At this point a CC_Base_Hip bone is getting extruded and named after respective object.
Then object is getting bound to character Armature, vertex group is created (named after extruded bone) and mesh vertices acquire 100% influence from that bone.
Once the character exported from Blender and imported to CC with pipeline, those objects are recognized as "Accessories".

The advantage of this method (as oppose to "Export Accessory") is, that if you import objects fully textured (like from DAZ, USDZ, ..etc) or texture them in Blender,
they import to CC 1:1 with all maps properly applied.
This is how I currently do it: https://forum.reallusion.com/FindPost546499.aspx
I was a bit lazy and only attached as a cloth without making bone for the accessory, but the idea is the same.

I saw today in another thread the Utopia scene exported to Blender from DAZ with Diffeo by AutoDidact.
I did the same thing but went further and exported the scene to CC > iCLone with pipeline with the method above.
(There were too may objects to manually attach them to a character so I merged them all first).

Came out with about 99% accuracy, I did minor tweaks, added  a few iClone trees and lights.

...


I guess, you understand where I am going with this ;)
We eventually need a full scene pipeline from Blender to iClone/CC without the need to use a character as a transport.
It should not be difficult I think as most routines for materials/textures binding are already in place.



Uh oh, props. Time to run and hide... Props are a nightmare to deal with. They're a mixture of armature and pose, sometimes directly parented to bones, other times skinned and thoroughly confusing.

But it's interesting timing, as this is exactly where I am at now with the Datalink.

I've figured out (I think) what CC/iClone sends to Blender as props and how to connect the two and that was confusing enough with all the endless bone name duplication. But sending props back to CC/iClone and maintaining the connection is a whole new level of confusing which I have yet to figure out as CC/iClone change the internal structure when they import props, and they change it again when they export it back to Blender...

However, just sending props back is relatively simple for simple structures: i.e. single armatures or a collection of meshes and empties, which I've streamlined into the datalink:



More complicated structures with nested armatures will take more figuring out and will be dependent on correctly ID'ing the bones/transforms on both sides to accurately reconstruct the parenting and sub prop layout.

Worst case scenario is merging the whole scene (or partial scene) into one large armature based structure and sending it back as a single prop. That should work and is the next step for me.
4u2ges
4u2ges
Posted 2 Years Ago
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I meant to ask this for a long time...
We have a button "Export Accessory" in CC Pipeline, but it exports materials "traditional" fbx way without pipeline with a lot of missing textures.

It would have been a great help to add "Convert to Accessory" function.

The way I see it, you select multiple objects and click that button. At this point a CC_Base_Hip bone is getting extruded and named after respective object.
Then object is getting bound to character Armature, vertex group is created (named after extruded bone) and mesh vertices acquire 100% influence from that bone.
Once the character exported from Blender and imported to CC with pipeline, those objects are recognized as "Accessories".

The advantage of this method (as oppose to "Export Accessory") is, that if you import objects fully textured (like from DAZ, USDZ, ..etc) or texture them in Blender,
they import to CC 1:1 with all maps properly applied.
This is how I currently do it: https://forum.reallusion.com/FindPost546499.aspx
I was a bit lazy and only attached as a cloth without making bone for the accessory, but the idea is the same.

I saw today in another thread the Utopia scene exported to Blender from DAZ with Diffeo by AutoDidact.
I did the same thing but went further and exported the scene to CC > iCLone with pipeline with the method above.
(There were too may objects to manually attach them to a character so I merged them all first).

Came out with about 99% accuracy, I did minor tweaks, added  a few iClone trees and lights.

https://forum.reallusion.com/uploads/images/fd0e60ed-7386-4884-a4b5-c0a7.jpg


I guess, you understand where I am going with this ;)
We eventually need a full scene pipeline from Blender to iClone/CC without the need to use a character as a transport.
It should not be difficult I think as most routines for materials/textures binding are already in place.





adv.ysharma7
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How to download this?? Sorry new here not able to understand it.
gtjr
gtjr
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that worked thanks. I guess I must have misunderstood the new webinar which file was for blender.
Victor.Soupday
Victor.Soupday
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gtjr (5/1/2024)
I cannot get the Blender 2.07 CC add on to even show up in the blender add ons.
I installed the zip file using blender add one and it shows up in my app data folder
\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\CCiC-Blender-Pipeline-Plugin-2.0.7
but it never shows up in the list of add ons in blender
I have Blender 4.1.1
I even tried to manually add a path to the location in the blender preferences but it will still now show up in the add ons list


That's the plugin for CC4/iC8, you don't install that in Blender.
The add-on for Blender is here.
gtjr
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I cannot get the Blender 2.07 CC add on to even show up in the blender add ons.
I installed the zip file using blender add one and it shows up in my app data folder
\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\CCiC-Blender-Pipeline-Plugin-2.0.7
but it never shows up in the list of add ons in blender
I have Blender 4.1.1
I even tried to manually add a path to the location in the blender preferences but it will still now show up in the add ons list
warlockadityav
warlockadityav
Posted 2 Years Ago
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Hey,
I want to send animation from blender to CC4 how do i achive that

pretendforreal
pretendforreal
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Hello!

Any advice for transferring/matching cameras from Blender into IClone?
I want to add characters animated in IClone into live action footage that I camera matched in blender . I am trying to animate action figure scale characters into live action video plates. Looking for any workflow or pipeline advice. Ideally porting back to blender for shader tweaks, rendering and compositing


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