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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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snatolukas32
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You can allways create some patreon or anything like this or some more basic donate service.

IF abt RIGGING in blender im at level like "ADD BONE" and setup vertex areas so... Markom3d shows a rigging tutorial with AUTO-RIG (at this forum) , but we have also Free-RIGIFY in blender , even i DID a Working RIGIFY RIG for CC3 abt 2 weeks ago. 

One thing for example if you gona stop this (updating) for some random-reason is it hard to make UPDATE for example for Future Blender Version like 2.95 is there a much work to do? 

Anyway i just want to say Thanks to you for that great tool. 
4u2ges
4u2ges
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I'm currently working on using the PhysX weight maps to automatically set-up some cloth physics, pin vertex weights and collision physics


I tired Blender physx on CC characters and it was OK but not great. Lot of things I could not figure out, like how to give a variable vertex pinning weight (if that is possible at all, or if that is really necessary).
Looking forward for your plugin pysix extension.




AutoDidact
AutoDidact
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One extremely important thing to remember with Blender cloth dynamics is if you have scaled your dynamic clothing mesh in any way , you MUST use  object>apply scale, or it will never...EVER simulate correctly
AS we are a community of animators I assume that people will use this Addon for setting up character animations to be rendered inside blender EEVEE.
I recently learned quite a few very important  new thinge about the blender action editor
since my Last Iclone to Blender tutorial video.
things such as how to clean up/delete unused actions
(a very cryptically hidden process!!) 
And the importance of applying  facial shapekey actions imported from Iclone, to the body mesh itself in addtion to the root armature item.
NOT sure if it warrants another video but I am  just "putting it out there" that I am open to Questions about these matters even by the PM system as I am clearly a strong advocate of Blender/EEVEE as an alternative option to UE4 & Unity.



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


Victor.Soupday
Victor.Soupday
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I tired Blender physx on CC characters and it was OK but not great. Lot of things I could not figure out, like how to give a variable vertex pinning weight (if that is possible at all, or if that is really necessary).


I'm essentially just using Vertex Weight Edit modifiers to transfer weight maps into vertex groups:
https://forum.reallusion.com/uploads/images/5399bc54-6236-4518-957f-34ab.png

This allows a finer degree of control over the cloth physics that vertex weights alone can't do. What remains is determining good cloth settings  for the various cloth types, and that's the tricky part. A lot of trial and error involved here.

One extremely important thing to remember with Blender cloth dynamics is if you have scaled your dynamic clothing mesh in any way , you MUST use  object>apply scale, or it will never...EVER simulate correctly

The individual object aren't scaled, but the armature is. I hope that doesn't affect it as the armature really doesn't like having it's transform messed with.


And the importance of applying  facial shapekey actions imported from Iclone, to the body mesh itself in addtion to the root armature item. NOT sure if it warrants another video but I am  just "putting it out there" that I am open to Questions about these matters even by the PM system as I am clearly a strong advocate of Blender/EEVEE as an alternative option to UE4 & Unity.

Not only the body mesh, but the tearline mesh and the eye occlusion mesh also have shape-key action tracks. Come to think of it, so can the tongue mesh, it has shape-keys at least, though it's not often animated.
AutoDidact
AutoDidact
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Great info Victor!!👍👍👍


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


4u2ges
4u2ges
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+1
Thanks. Great stuff. Modifier then. Never knew. :)




Victor.Soupday
Victor.Soupday
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Putting it all together, here is a test animation using the cloth physics set up from the imported PhysX weight maps:



This is the Katherine sample character with the Heidi: 'Graceful dance' sequence, exported from iClone.

I'm just using the basic Silk preset settings for both the hair and the dress, but to better hold the original shape of the dress while it moves with the character, I have ramped up the Bending Stiffness to 20. This way it holds itself together better and there are a lot less tearing and clipping issues.

Edit: This 560 frame sequence took 2 minutes to bake the physics, and then 9 minutes to render the animation.
rosuckmedia
rosuckmedia
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@Victor Soupday
Your Blender addon is great,:):)
It would be great if you could do a tutorial as well. Cloth Physik)
You are the man for it. short and understandable.
Greetings rosuckmedia
snatolukas32
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short body motion
Render: Eevee 
time for frame: 4 secs. 
any Physcis: off
character: CC3 

This is my sub Youtube account. I cant upload in my main Youtube account for 3 days still.  

So actually we are able right now tu use PhysX for clothing from ICLONE to Blender... Damn good work man.
Victor.Soupday
Victor.Soupday
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So actually we are able right now tu use PhysX for clothing from ICLONE to Blender... Damn good work man.


You can if you get the current main branch from Github, which is the work in progress and is at version 0.2.1 at the moment. I cannot 100% guarantee everything will work with the current branch as it's WIP so keep that in mind.

The current stable release is still version 0.1.0.

I'm currently testing 0.2.1 in preparation for an 'official' release.

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