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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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barca-8
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Victor.Soupday (2/8/2024)

Can confirm this is a problem.
I have some older characters brought through the pipeline (not recently) that don't have this problem.
Tested with older versions of the pipeline and Blender (1.5.8/3.0), and the problem persists.

Bypassing the pipeline and Blender entirely by just exporting the character by hand and immediately reimporting back from the file menu. The problem still happens so: it's not the Blender version and it's not the pipeline add-on.

It used to work, and older characters modified via the pipeline with older versions of Character Creator still work, so this must be a bug in the import function introduced recently into CC4 and/or iClone (but most likely CC4). This needs to be reported in the feedback tracker.



Thank you for looking into the problem. I'll create a ticket for it in the feedback tracker.
Victor.Soupday
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barca-8 (2/7/2024)
I modified a character using the pipeline (made some mods to the hair in Blender). Everything seemed to work. Looked good in CC4 and tested it out by applying some of the CC4-provided "Calibration" motions.

However, when I bring the character into iClone, "Look at"-based eye tracking doesn't work. Eyes don't move when target is moved.
The eyes can still be manipulated using the "Face Key" window.

I tested a version of the character that hadn't been modified using the blender pipeline and iClone eye tracking works fine.

Any thoughts?


Can confirm this is a problem.
I have some older characters brought through the pipeline (not recently) that don't have this problem.
Tested with older versions of the pipeline and Blender (1.5.8/3.0), and the problem persists.

Bypassing the pipeline and Blender entirely by just exporting the character by hand and immediately reimporting back from the file menu. The problem still happens so: it's not the Blender version and it's not the pipeline add-on.

It used to work, and older characters modified via the pipeline with older versions of Character Creator still work, so this must be a bug in the import function introduced recently into CC4 and/or iClone (but most likely CC4). This needs to be reported in the feedback tracker.

barca-8
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I modified a character using the pipeline (made some mods to the hair in Blender). Everything seemed to work. Looked good in CC4 and tested it out by applying some of the CC4-provided "Calibration" motions.

However, when I bring the character into iClone, "Look at"-based eye tracking doesn't work. Eyes don't move when target is moved.
The eyes can still be manipulated using the "Face Key" window.

I tested a version of the character that hadn't been modified using the blender pipeline and iClone eye tracking works fine.

Any thoughts?
rosuckmedia
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Hello everyone,
Blender 4.02 Export Replace Mesh doesn't work for me,
I'm using 2.0.2
get an error message.
It works in Blender 3.6
can someone check this.
Greetings Robert

sternbach
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Victor.Soupday (1/26/2024)
sternbach (1/25/2024)
Victor.Soupday (1/25/2024)
[quote]sternbach (1/25/2024)
They look like internally generated warnings. Maybe from another add-on or bugs (or just some diagnostic logging) in the Release Candidate? I don't see these warnings in 4.0.2 so I think you can ignore this.


Thank you Victor! 
By the way, is there an easy way to change textures - if you have different versions of a character with different skins/make-up?


You could always import the other character and delete the mesh, but keep the materials to swap out.

Ah okay, this is the way I'm doing it now :)



Victor.Soupday
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sternbach (1/25/2024)
Victor.Soupday (1/25/2024)
[quote]sternbach (1/25/2024)
They look like internally generated warnings. Maybe from another add-on or bugs (or just some diagnostic logging) in the Release Candidate? I don't see these warnings in 4.0.2 so I think you can ignore this.


Thank you Victor! 
By the way, is there an easy way to change textures - if you have different versions of a character with different skins/make-up?


You could always import the other character and delete the mesh, but keep the materials to swap out.
sternbach
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Victor.Soupday (1/25/2024)
[quote]sternbach (1/25/2024)
They look like internally generated warnings. Maybe from another add-on or bugs (or just some diagnostic logging) in the Release Candidate? I don't see these warnings in 4.0.2 so I think you can ignore this.


Thank you Victor! 
By the way, is there an easy way to change textures - if you have different versions of a character with different skins/make-up?
Victor.Soupday
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sternbach (1/25/2024)
Hi Victor,
I don't know if this is a problem, but I get the following errors when importing a character.
Blender version 4.03RC,  CC/IC tools 2.0.2

Any advise?
Tia and cheers,
Peter

BE-M True
Link_ID True
Deform : True
Non-Deform : True
Twist : True
Share : True
RNA::on_mode_change -> OBJECT ['BE-M']
################
'UVWarpModifier' object has no attribute 'node_group'
################
'DisplaceModifier' object has no attribute 'node_group'
################
'DisplaceModifier' object has no attribute 'node_group'
Info: All Done!

RNA::on_active_object_change -> 'CC_Base_Body.003'
################
'ArmatureModifier' object has no attribute 'node_group'





They look like internally generated warnings. Maybe from another add-on or bugs (or just some diagnostic logging) in the Release Candidate? I don't see these warnings in 4.0.2 so I think you can ignore this.
sternbach
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Hi Victor,
I don't know if this is a problem, but I get the following errors when importing a character.
Blender version 4.03RC,  CC/IC tools 2.0.2

Any advise?
Tia and cheers,
Peter

BE-M True
Link_ID True
Deform : True
Non-Deform : True
Twist : True
Share : True
RNA::on_mode_change -> OBJECT ['BE-M']
################
'UVWarpModifier' object has no attribute 'node_group'
################
'DisplaceModifier' object has no attribute 'node_group'
################
'DisplaceModifier' object has no attribute 'node_group'
Info: All Done!

RNA::on_active_object_change -> 'CC_Base_Body.003'
################
'ArmatureModifier' object has no attribute 'node_group'



Beansupreme
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I'm having an issue where i export a iclone 8 character with animation, not applying rigify or anything. At this point the character keyframes are placed at the beginning of the timeline in blender and not at the keyframe position that i have them in iclone (frames 2045-2428).

Tested exporting from cc4 frames 300-700 to blender and it put the keyframes off as well, but with cc it's not at frame 1 unless i uncheck "first frame in bind--pose" and then its off a different number.

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