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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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Eyes, Lungs, Pancreas. So many snacks, so little time....

I actually dont care who and what and how gona use addon,  its our own decision. Absolutely no offense.

Victor.Soupday made great job this absolutely obvious.  

@hkhaneveer
" I haven't dealt with face rigs yet, but the tuts I've looked at so far seem to indicate that Blender/Rigify is much more powerful than anything in the CC3 universe for this, except perhaps mocap- but I have no plans to do mocap, so..."

like i said before cgmatter show  easy way how to "mocap" your face with Blender for free. This way is absolutely creazy coz we can PAINT our face in hundreds of MARKS/POINTS 
to get amzing results with this PLUGIN.  And my another point is to JUST modify RIGIFY face RIG. and throw those BONE transformation to my modified
Face rig (of RIGIFY - this is possible) - USING a Bone Retargeter wich i used to retarget ICLONE Motion to my CC3 (RIGIFY RIG) :)

 



hkhaneveer
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Victor.Soupday (3/22/2021)
To get characters back into CC3 you can't make any changes to the armature (other than positional) or vertex order of the character mesh or change the vertex groups. So swapping out the armature for a different one means the character can never go back to CC3. You could get it back into iClone with 3DXchange but it would no longer be considered a 'CC3 character'.

If you've got no intention of making any further changes to the character then it's not a problem.

So for example if you wanted to use a rig to make custom facial expressions in Blender, and get them into iClone, you can't replace the armature or the vertex groups.


I get that, but my question is why do you want to? Is it just because Blender is not very user friendly in many regards? Or does iClone do things that Blender doesn't?

I think how I envision my workflow is to develop characters in CC3, move them into Blender, using your app, and do everything else in Blender. If I might want to change a character in CC3, I would just keep a CC3-format copy that hasn't had any changes to the armature or vertex groups, but keep the flow one-way. I can see this being a little bit limiting, but I feel at this point that the Rigify rig is so much better that it's worth it- especially with your addon easing the transfer. If your addon is able to ease the conversion to Rigify even further, that's gravy.  I haven't dealt with face rigs yet, but the tuts I've looked at so far seem to indicate that Blender/Rigify is much more powerful than anything in the CC3 universe for this, except perhaps mocap- but I have no plans to do mocap, so...

Anyway, thanks again for the great addon, it's shaping up to be a key element in my workflow.

Victor.Soupday
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To get characters back into CC3 you can't make any changes to the armature (other than positional) or vertex order of the character mesh or change the vertex groups. So swapping out the armature for a different one means the character can never go back to CC3. You could get it back into iClone with 3DXchange but it would no longer be considered a 'CC3 character'.

If you've got no intention of making any further changes to the character then it's not a problem.

So for example if you wanted to use a rig to make custom facial expressions in Blender, and get them into iClone, you can't replace the armature or the vertex groups.
Smit_R
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Thank you very much sharing this auto-setup addon for Blender! This is just great!
hkhaneveer
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Victor,
Since I'm not an iClone user, I'm not clear on what exactly it does. What do you feel are the things that make re-importing to CC3/iClone vital?
Victor.Soupday
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The whole point of Blender is that there is more than one way of doing things. That is Blender's greatest strength, it is also why it's sometimes so hard to use.

The rigging issue is focused mainly on character animation. My focus, is on character modelling. As such it is vital that I be able to bring the results back into CC3 and iClone so I need a way to maintain compatibility with the CC3/iClone ecosystem. This means I need a rig that is based on the CC3/iClone bones.

At the same time, the Rigify route is also really good, it's an exceptionally good rig, it has real potential and there is lots of support for it, especially things like the Daz to Blender Bridge which directly supports the rigify rig. So it makes sense to support Rigify too.

There is no need to argue over which is the best way to go about the rigging, because I intend to support *both*.

It is my ultimate intention to bring all of this into Unity. That's why I'm making this add-on, as a bridge between CC3/iClone and anything else I get my hands on to Unity. So CC3 Rig or Rigify Rig, it's all good to me, I can use all of it.

I hope that clears things up for you.

AutoDidact
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I understand ... your preference is for using rigify rigs
and those plugins are very nice
not everyone is going to want to use rigify
nor do they need it for rendering animated Iclone figures in Blender.
CC3 pipeline users can import from FBX with victors plugin
for material setup.
And send over unlimited NEW motion from Iclone/CC3( as FBX) and apply
it directly to ANY CC3 Character in blender from the Action editor.
Body motion or Face motion from Audio script,facepuppet or Iphone face captures
and all that animation data is saved in the .blend file action editor for use on other CC3 Characters via appending
NO third party retargeters are required
We are using CC3 Characters to use Victors auto setup addon.
Non standard or  non CC3 CHaracter and animation  Data can be converted for iclone Via 3DX pipeline.
I am making an episodic series with Iclone basic/CC3 pipeline and Blender 2.92
Not using rigify for animating  the Characters ....only Iclone.
https://forum.reallusion.com/uploads/images/e9e223fd-d10b-4294-8cda-9949.jpg



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


snatolukas32
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Yo. Im not quite sure you correctly understand Us AutoDidact - the point of Our(main) idea is to IMPORT Iclone 7 motion to blender (actually BODY motion - no face , cuz for face im going to use Free
face mocap PLUGIN provided by "cgmatter" - Hihgly Advance Blender user  and i see possibility to merge this with Rigify if it works it will be amazing) and later want to have 
posibility to MODIFY this imported motion with RIGIFY - And today i allmost make 100% perfect retarget MOTION (there are still problems in my RIGIFY-RIG)  and im totly able to modify this motion with RIGIFY wich is rly great RIG system. Im noob blender user im using blender since 1-2 weeks so its not easy for me. 






If you make a good RIG with Rigify - Using the plugin Retargeter is absolutely easy ( you can save bone-presets so motion can be rly fast RETARGETED to different char)
AutoDidact
AutoDidact
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I have tried those other "retargeters" for Blender
and quickly realized I did not  actually need them for my CC3 based pipeline.
We already have a means to import& convert third party mocap Data into Iclone Via 3Dxchange pipeline.
If you are using Victor's Amazing Addon for autosetup of CC3 Avatars in Blender
then you already have the ability to use & reuse all Imotion body and face Data
In Blender via the Action editor.




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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And here's a demo of using the add-on with iClone animation and cloth simulation:


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