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Unity Auto Setup Plans for 2021

Posted By Peter (RL) 4 Years Ago
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sirsquish
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Ideally what we / I want is to move some of Character Creator into Unity. 

Why?
 
I want my players to be able to customise there player characters, I want randomly generated characters for npc's.

Unity's UMA2 + soupdays shader would mean that this would be mildly challenging, but not nearly as challenging as writing it from scratch.



Miranda (RL)
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Hi everyone,

Sorry for the late. Please find the source code from the post below.
https://forum.reallusion.com/489608/Open-Source-Auto-Setup-for-Unity

For Auto Setup-related questions and inquiries, please comment on that thread.
For CC game-related feature requests, please keep sharing your thoughts on this thread.

Thank you!


Reallusion Team
ty.xanders
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Peter,
i did forward information and support to Miranda after we last spoke, due to your inbox being full.
I'm not sure if she had updated you.

but feel free to continue to reach out to me as well if needbe.

all the best going forward. 
vadim+2
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Peter (RL) (7/5/2021)
For those that may have missed it, we announced at the end of June that we will provide the open source for developers to quickly customize the Auto Setup tool for their projects. This doesn’t mean that Reallusion will stop updating the Unity Auto Setup plugin. Reallusion will continue updating it and sharing source codes to the community beginning in July. More information will be revealed on this soon.

Thank you all for your patience over this matter.


A bit out of this topic, but do you guys have any plans on releasing open-source files for UE Auto setup or\and LiveLink as well? I think it would be awesome to be able to modify it or write some kind of a plugin in addition to existing features.
For example, I have created a dynamic wrinkles system, but the installation is complex and unintuitive for common users. I think it would be awesome to release my own version of the Auto setup plugin so it could be installed automatically in just one click.
And last but not least, the community will be able to compile the plugins to the newest versions of the engine (5.0 EA) before the official release. It might save some resources for the Reallusion team and improve the product for the community at the same time.



______________________________________________________________
Vadim Karpenko, Unreal Engine 4 developer.
Peter (RL)
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For those that may have missed it, we announced at the end of June that we will provide the open source for developers to quickly customize the Auto Setup tool for their projects. This doesn’t mean that Reallusion will stop updating the Unity Auto Setup plugin. Reallusion will continue updating it and sharing source codes to the community beginning in July. More information will be revealed on this soon.

Thank you all for your patience over this matter.

                                                                

Peter
Forum Administrator

www.reallusion.com


Necka
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Might be that it wasn't the right tool for you at the end.. the autosetup isn't that magical and some things are also inherent to Unity lacking a LOT of stuff too (compared to UE)

Just one point for the mouth open topic: that's going to be with absolutely any character (CC3 or not) that has a Jaw bone referenced in its rig and no animation using it, it's part of the game engine and can be solved for all your characters at once by creating an empty animation using only this bone

I don't know for how long you're using Unity but you might also be missing some knowledge on that front? (weren't you the guy coming from UE ?) that would make sense too

Cheers, good luck with your projects anyway
wally.cunha
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@Necka, I didn't take it personally.

But the problem is that my investment in CC3 compared to a similar tool in blender is much higher. 

One of the features that made me buy the CC3 was the autoSetup which is very manual in blender.

I tried to do the workarounds in CC3, but there was always one more step, first the materials, then the clothes, then the shoulder, then the mouth that doesn't close, Daz's animations that never go right (coming from blender this was simpler ) in the end the maximum I got was very different from what I saw in CC3 even more when using materials of substance (beautiful in CC3, horrible in Unity).

So I spent usn 2 months studying the tool I used to buy from the demo videos and the result was very different, very manual...

If it's so manual I can just invest a lot less money and do everything in the blender, the blender allows you to do automations in python and it's relatively simple...

Another thing that disappointed me is that RL does not have a hair creation tool, in fact they are doing a promotion where you get the blender hair tool. Again, the lack of support for some features is a problem for me, because I can always spend less.

Yes I regret the time I spent because I could just continue in the blender as I already had a few things, but the headshot and auto setup caught my attention....

Anyway, I asked for a refund, fingers crossed. :)
Necka
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Rowlan09 (7/2/2021)
For any serious project you don't waste time with ridiculous and repetitive steps like this and instead rely on proper working automatism. 


If you are in the game dev industry you absolutely know that a LOAD of things are stupid and repetitive. And for that you should be prepared to create your own automatism when they don't exist.
I never said it's perfect, but some things take time.
There are tons of products that don't have a proper pipeline with Unity. Including popular 3D modeling software, animation software and cloth designing. Oh I could absolutely include Substance here because tuning is always required in many situation.

But those examples can all be automatized and you, as a Unity dev can take things in your hands. Or someone from your team if you're an artist and have programmers working with you.

In my case, I created a simple script that adjust all the materials to what I need in my project, with my own shaders (not literally my own, but the one I need to use) and this is now automated after the auto setup ran. It also rename all textures, materials and tidy up the folders, deleting all unused textures and having a hierarchy that suits me
I can't ask RL to make this for me, it's tailor made.
I created automation to put all blend shapes in expression sets that I created and that I need for my project's character so they can have pre-made facial expression so I don't need to do that for each and every characters.

I'm pretty sure the shoulder rotation could be coded as well based on some constraints, but literally taking 5 (ok let's go: 10 if you want) seconds for 2 bones isn't going to ruin my life (if you plan on importing 200 characters you need to automatise that, yes) .
But anyway in many cases you would require to do that for proper animation retargeting anyway. Same in UE.

Game dev isn't easy, and there are some studios around who are using or used CC Characters, they just decided to not rely on RL for this.
It works, it's not a show stopper, it's just some extra work and in most cases the extra work can be automatized to be tailor made for your own project.

UE has indeed more attention, but I didn't pay the UE pipeline  plugin for $300 or whatever the price is. The auto setup is a good baseline, the rest is up to the dev.

Yes RL is slacking on this topic, that's absolutely true. But honestly that could be worse. There could be nothing and like with other 3rd party tools you'd need to setup everything by hand.

Are you importing some assets from Blender or else? if so you must know that you have to manually setup things in Unity for those assets. Or you'll automate it yourself and just speed it up.

Is RL reliable on the Unity pipeline topic? no they are not.
Is the product you paid for working as intended? yes it does. CC and Iclone are working standalone. 

The Auto setup is in a poor state but again, things take time.

Does your game release date rely on the auto-setup working in Unity 2020+ ? if so I would question your decision to rely on 3rd party without a direct support contract (which you can't get from RL if I'm not mistaken)
Rely on what you know and have, not on roadmaps from RL in the middle of a pandemic (especially when RL doesn't deliver in time outside of a pandemic situation)

If your game is in a stage where all the design, logic, script (story etc.) has to be made, then you have time and can work with placeholders for characters if you really don't want to go with the extra steps.

At the end I was just trying to explain that it's over dramatized. 

And I'm almost 40, I'm not what you call a fanboy, I spend my money on what I know and I do my research. I won't consider myself a fanboy if I spend $2K+ on a product which I researched and studied first. I just know what I bought, pro, cons, limitation.
I'd consider myself a fanboy if RL would have given me that money to promote their products. I don't know another way.

My point here on the last bit was: don't go on a personal level with me, that's irrelevant to the whole topic.

That said, I hope you can get a refund for this product and move on with another solution, hoping that RL will deliver to you all the things you need for your project. And I wish you success with that project.


wally.cunha
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I'll be dramatic if part of the marketing that made me buy the software doesn't match reality. I wasted my time studying a tool that becomes useless for me.

Even doing what you saying the software just doesn't work! I can't publish CC3 shaders in an HDRP project, the auto-setup has a lot of problems when configuring the material for clothes and hair and this in the 2019 version, that's when it sets it. Try creating a material on the substance and importing it into CC3 and then import into Unity... For each character I need to spend a huge amount of time making fine adjustments, and even without using post processing the results of what you see in CC3 and Unity are totally different.

I've tested it with several characters, it seems that autosetup always uses the same shaders with the hard-coded options instead of using what was tweaked in CC3, the result is not nice.

This same flow works perfectly for Unreal.  

If I'm going to use Unreal I honestly don't think I need CC3 with MetaHuman coming out. With the refund I can redo a good part of the project in Unreal and invest the money and assets or addons for blender or UE4.

Working around what the company promised and you paid for is completely stupid.
Rowlan09
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Necka (6/30/2021)

And again, for any serious project you should never have tools such as Auto Setup or other tools that could interfere with your FBX files within your productive project.
Sandbox projects are there for this kind of things. A productive project needs to be sort of a sanctuary were nothing can mess it up

But hey, if one extra step, that is also a protective step, is too much for you then it's completely understandable.


For any serious project you don't waste time with ridiculous and repetitive steps like this and instead rely on proper working automatism. Time is money. And it would be nice if you could stop playing down the issues. If you change the shoes it's another step. If you change the jacket it's another. And then you have to do the "literal" 5 seconds rotation as mentioned above. Per shoulder. While moving the mouse alone to the target position and rotating takes a few seconds, let alone fine tuning it. Plus fixing the materrals. But hey, it's just one extra step ... and another and another. For every single character one creates.

It's always the same with that kind of fanboyism when some people just can't accept that their software doesn't work and is unsupported. Or do you read anything official other than the broken promise in this thread from reallusion? But if you want to waste your time with steps that can easily be automated, it's fine. But there are also others that don't want to. And then there are new customers who just don't know why the purchased export to Unity doesn't work. Been there, done that. It's not funny how many people join and help you on discord while you realize that the software is bugged and unsupported, because they keep telling you they complained and weren't listened to.




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