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Mesh Data Transfer Add-on

Posted By 4u2ges 5 Months Ago
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This is an invaluable tool for Blender folks who do morphing for CC.
Add-on allows to transfer the *shape* of one object (or group of vertices) to another object.
And what's most important, it leaves the topology completely intact (number of faces, vertex order, etc), so CC does not *complain*, when I import it back as a Morph Slider.
Can't even think of all the possibilities, this add-on can be used for...
It has a few hiccups here and there, but overall it's great and it's also FREE (you can send a payment to dev if you wish, he certainly deserves it).

https://www.blendernation.com/2019/12/27/add-on-mesh-data-transfer/









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5 Months Ago by 4u2ges
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Frank in this thread asked how to swap ears between avatars: https://forum.reallusion.com/485958/Character-Creator-3-modifications
Here is how to do it with this Add-on quick and easy.






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Wow. Thanks for the heads-up about this addon😊👍

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AutoDidact (6/18/2021)
Wow. Thanks for the heads-up about this addon😊👍

Sure, no problem AutoDidact Smile




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Here is an extension to the main video tut. It's about fixing deformed tongue (someone posted a request in FT)
Tongue replacement is a little different but easiest of all.

As always have a neutral base exported to OBJ the same way as a character to be fixed and
make sure character does not wear shoes:




Next time I will show how to fix deformed nails by swapping hands. Long nails are getting deformed while you convert CC1 to CC3 base.
This is unavoidable. It was confirmed by RL and there is no solution to fix it within CC: FT 7888




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I am not making a video for hands swap - just some screenshots add-on to the main video tutorial.
It was a case of deformed fingers/hands, which were hard to fix with traditional methods: https://forum.reallusion.com/FindPost489812.aspx

What made this case different is, that Dan's character was gigantic - 10'6"
There was a need to prepare a Base Character for hand swapping in advance. That could have been done in Blender as well.
But I am showing this routine in CC with Prop replica of the main character.
This method can be used for other morphing routines in CC when you need to have 2 characters in CC interacting.

So what I did, was, send character to iClone in T-pose, exported to Alembic, imported Alembic back to iClone and saved it as a prop.
I then loaded that prop into CC. Now I have a deformed character and its prop replica matching exactly:
(I have chosen Alembic to make a prop, because it is most reliable method for pose matching)

https://forum.reallusion.com/uploads/images/71b15109-dca4-46a4-866e-8d3d.jpg


Next, I exported the character to OBJ (as in video tut) and then loaded a Neutral base (dialed the opacity for the prop down):

https://forum.reallusion.com/uploads/images/a84dd797-7fa1-45b6-8711-4c6c.jpg


Next, using character scale morph, some bodybuilder morph, but mostly Forearm and Hands morphs (as well as a little sculpting) I approximately matched the hand shape of the original character.
I did not care about anything else, but lower forearm, where the cut-out would occur.

https://forum.reallusion.com/uploads/images/63c49cb5-3ac0-44ee-ad23-8dce.jpg
https://forum.reallusion.com/uploads/images/ca143e34-e083-4abf-a2e2-9935.jpg


Exported the base and imported both  - the Base and the deformed Character into Blender.
Because RL base character (and most other characters for that matter) never stay on the floor after the export, there is a mismatch ErmmCrazyWhistling

https://forum.reallusion.com/uploads/images/82f1e04c-accf-48bd-88ae-8607.jpg

Mismatch MUST be fixed for the Base character Edit mode only! Do not attempt to move the character to be fixed at all.
Nor try to move a Base character in Object mode. I had to select all vertices and move them by Z and a bit by Y (WHEN WILL WE HAVE THIS FIXED ALREADY RL??)

https://forum.reallusion.com/uploads/images/f48f70a2-8a70-4420-9d99-b7d4.jpg


Select vertices to be swapped on Deformed character and add them to a group as in video tut.

https://forum.reallusion.com/uploads/images/166a2863-af87-449d-b53a-7127.jpg


Transfer shape as usual with Mesh Data Transfer add-on and have hands swap:

https://forum.reallusion.com/uploads/images/1ee1817a-6574-49ff-900b-ca37.jpg


Sculpt the stitches with Smooth and Flatten brushes

https://forum.reallusion.com/uploads/images/2d5e3cbc-1f7f-4d21-8314-1b0d.jpg

Import character with replaced hands into CC as a morph
Before and after hands swap

https://forum.reallusion.com/uploads/images/e89d22e1-01d9-4271-af03-8ee9.jpg






Edited
3 Months Ago by 4u2ges
dan_422114
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Awesome! Love it.

In Mesh Data Transfer, you _should_ be able to use Topology as the vertex order is the same, would save you masking the tongue. Doesn't save much time in the scheme of things!

I'd love a solver, given a finished model, work out the percentage of each morph to best approximate it. I'm sure that's technically possible.
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4u2ges (7/17/2021)
Because RL base character (and most other characters for that matter) never stay on the floor after the export


OMG, it isn't just me! Very comforting to hear this :-)

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In Mesh Data Transfer, you _should_ be able to use Topology as the vertex order is the same, would save you masking the tongue. Doesn't save much time in the scheme of things!

But how? Selecting Topology disables Shape Transfer. It seems only for UV transfer.




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4u2ges (7/18/2021)
But how? Selecting Topology disables Shape Transfer. It seems only for UV transfer.


Oh true, my bad.




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