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Message
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MilesV
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MilesV
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Weeks Ago
Posts: 133,
Visits: 2.2K
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ajf412, I'm happy I've invested in this software as you can do a lot of really cool things with it and it speeds up my workflow, especially if you invest in some of the paid addons. But I definitely understand and share your frustration. I'm hoping the source code is released soon so the community can make it compatible and feature rich. I've debated a ton on whether or not to switch to Unreal, but like you, I've invested in those same tools and many more over the years, so its hard for me to pull the trigger. The support for Unreal and the community in the forum make it so tempting. That said, as MetaHuman matures, I would not be surprised to see a lot more RL support for Unity and think it has the opportunity to make its way into a lot of unity dev pipelines. For hair in unity, check out this thread: https://forum.reallusion.com/485296/Unity-Dev-Thread?Keywords=unity%20dev%20threadYou might also find this helpful: https://manual.reallusion.com/CC_and_IC_Auto_Setup_Plugin/ENU/CC_and_iC_Auto_Setup/1.0/03_for_Unity/What_does_Auto_Setup_do.htmI think focusing on your core game mechanics for now is a smart idea. And hopefully when you're done, there will be a smooth process for sending your characters into Unity. But for now people in the forum have come up with some manual work arounds, such as importing your characters into 2019.3 with auto-setup and then copying over to a newer version. Not ideal I know...
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Rowlan09
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Rowlan09
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 15,
Visits: 83
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MilesV (6/25/2021) I think focusing on your core game mechanics for now is a smart idea. And hopefully when you're done, there will be a smooth process for sending your characters into Unity. But for now people in the forum have come up with some manual work arounds, such as importing your characters into 2019.3 with auto-setup and then copying over to a newer version. Not ideal I know...
The only smart idea is to re-evaluate the options. It's too much of a waste of time to depend on "hopefully". Fact is you know nothing, so don't try to defend. And also a fact is that the transfer to Unity still doesn't work, we already are at end of June. It's also a fact that people kept on complaining for quite some time and weren't listened to. Then MetaHuman (for free) shows up and all of a sudden there is at least a post about Unity. Workarounds are just a waste of time when there should be tools that should ease the workflow. I've invested a lot of money into CC3, SkinGen and what not. As of now this has become a total investment failure. If I'd get my money back I'd drop it all and wouldn't think twice and move on to solutions that are actually supported and which work.
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MilesV
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MilesV
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Weeks Ago
Posts: 133,
Visits: 2.2K
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Projecting your anger on me doesn't do anything. But I get it. They got a lot of us to invest with the promise of a smooth AAA-quality workflow. I'm not trying to defend RL, and I'm not happy about all this either, but I'm already invested so I'm going to do what I can to make it work. Everything an updated version of the tool will do, are things you could figure out how to do on your own... even though you shouldn't have to after your investment based off their marketing. But if it keeps getting pushed back long enough I'll have the budget to re-evaluate.
And it is a smart idea to get your core game mechanics working and make sure you have something that is actually fun before worrying, investing, and spending too much time on the visual aspects of your game (that was my point for people who haven't invested yet). Once you have that, spend time evaluating your next steps/investment. But you're right, basing any of your development on the hope of the unknown and what isn't in your control is not a good idea. At the end of the day, you can spend all your time and energy being pissed off, or figure out how to accomplish your goal with the tools at your disposal.
Unfortunately, Unity Devs seem to make up a small portion of their user base and they have many products they're working on and promoting throughout the year. So, until there are a lot of Unity devs here, it is going to take us being the loud, squeaky, annoying wheel to get what we want/need.
As for MetaHuman, I've started playing around with it and it is very impressive. Competition has always either pushed people/businesses to innovate and work harder or die.
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Rowlan09
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Rowlan09
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 15,
Visits: 83
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MilesV (6/26/2021) Projecting your anger on me doesn't do anything. But I get it. They got a lot of us to invest with the promise of a smooth AAA-quality workflow. I'm not trying to defend RL, and I'm not happy about all this either, but I'm already invested so I'm going to do what I can to make it work. Everything an updated version of the tool will do, are things you could figure out how to do on your own... even though you shouldn't have to after your investment based off their marketing. But if it keeps getting pushed back long enough I'll have the budget to re-evaluate.
And it is a smart idea to get your core game mechanics working and make sure you have something that is actually fun before worrying, investing, and spending too much time on the visual aspects of your game (that was my point for people who haven't invested yet). Once you have that, spend time evaluating your next steps/investment. But you're right, basing any of your development on the hope of the unknown and what isn't in your control is not a good idea. At the end of the day, you can spend all your time and energy being pissed off, or figure out how to accomplish your goal with the tools at your disposal.
Unfortunately, Unity Devs seem to make up a small portion of their user base and they have many products they're working on and promoting throughout the year. So, until there are a lot of Unity devs here, it is going to take us being the loud, squeaky, annoying wheel to get what we want/need.
As for MetaHuman, I've started playing around with it and it is very impressive. Competition has always either pushed people/businesses to innovate and work harder or die. That was simply towards your choice of defensive words like "I think" and "hopefully". You try to argue, but in fact you know nothing. You use "smart", but if you face the facts then it's definitely not smart to work on something without having the architecture set up including a time plan with effort and money. If a major part like character export multiplies in time, effort and money by the number of characters you create, then it's worth evaluating if the tool you use is worth it or not. Currently it's definitely not.
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MilesV
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MilesV
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Weeks Ago
Posts: 133,
Visits: 2.2K
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I'm not trying to argue and text is a poor form of communication. I think we are interpreting things a little differently and I don't really disagree with what you've said. Your comments just seem contentious towards me for no reason, we clearly want the same thing, for this tool to work as advertised. But whatever, have a good weekend and good luck on your game or whatever project you're working on.
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gekido
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gekido
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 60,
Visits: 232
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There is nothing preventing you from USING CC with Unity - the FBX exporter works perfectly fine, everything comes across well. The MISSING part is that you currently have to manually setup materials (and if you are more OCD, clean up the models a bit due to duplicate materials / textures) but nothing too dramatic). CC / iClone is by far the best / most flexible character pipeline that exists out there - being able to get AAA characters created in a matter of minutes is pretty amazing no matter how you look at it.
www.twitter.com/gekido
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gekido
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gekido
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 60,
Visits: 232
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For the Reallusion folks - I have a team that specializes in pipeline work like this - would be very interested in helping to improve the CC => Unity pipeline! Definitely hit me up and we'll figure out how to make it work!
www.twitter.com/gekido
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Rowlan09
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Rowlan09
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 15,
Visits: 83
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gekido (6/26/2021) There is nothing preventing you from USING CC with Unity - the FBX exporter works perfectly fine, everything comes across well.
The MISSING part is that you currently have to manually setup materials (and if you are more OCD, clean up the models a bit due to duplicate materials / textures) but nothing too dramatic).
CC / iClone is by far the best / most flexible character pipeline that exists out there - being able to get AAA characters created in a matter of minutes is pretty amazing no matter how you look at it. Feel free to join here and prove me and others wrong: https://forum.unity.com/threads/character-creator-3-tutorial-part-1-exporting-a-cc3-character-base-to-unity.599911/#post-7122614
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ajf412
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ajf412
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 9,
Visits: 41
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gekido (6/26/2021) There is nothing preventing you from USING CC with Unity - the FBX exporter works perfectly fine, everything comes across well.
The MISSING part is that you currently have to manually setup materials (and if you are more OCD, clean up the models a bit due to duplicate materials / textures) but nothing too dramatic).
CC / iClone is by far the best / most flexible character pipeline that exists out there - being able to get AAA characters created in a matter of minutes is pretty amazing no matter how you look at it. While their assets are absolutely fantastic in their own program, I have to disagree with you about "nothing preventing" me from using them with Unity. The reason I am here, is to speed up my ( solo developer) workflow, not bog it down with having to troubleshoot their "one system for 3D character generation." If I was troubleshooting their software, I would be expecting some kind of paycheck from them, not giving them my money. However, I'm not exactly the Michaelangelo of shaders and materials. I bungle my way around until it looks good, looking up YouTubes for help in the process. I already have to do that with my own assets, I don't want to have to do that with assets I've had to pay for to have it done for me. Kind of defeats the purpose. If we're just accepting haphazard characters for our Unity projects, then why not use UMA? For me, it's because UMA does not work well with Invector Third Person Controller. Thus, my search for another character generator, and why I'm here. Reallusion doesn't need to listen to Unity users... unless they want our business. Then it's a requirement. Figured I would give my perspective on the issue, because I am the Unity user that found them, and is currently looking at their product and putting it into comparison with other products.
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ajf412
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ajf412
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 9,
Visits: 41
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MilesV (6/25/2021)
ajf412, I'm happy I've invested in this software as you can do a lot of really cool things with it and it speeds up my workflow, especially if you invest in some of the paid addons. But I definitely understand and share your frustration. I'm hoping the source code is released soon so the community can make it compatible and feature rich. I've debated a ton on whether or not to switch to Unreal, but like you, I've invested in those same tools and many more over the years, so its hard for me to pull the trigger. The support for Unreal and the community in the forum make it so tempting. That said, as MetaHuman matures, I would not be surprised to see a lot more RL support for Unity and think it has the opportunity to make its way into a lot of unity dev pipelines.For hair in unity, check out this thread: https://forum.reallusion.com/485296/Unity-Dev-Thread?Keywords=unity%20dev%20threadYou might also find this helpful: https://manual.reallusion.com/CC_and_IC_Auto_Setup_Plugin/ENU/CC_and_iC_Auto_Setup/1.0/03_for_Unity/What_does_Auto_Setup_do.htmI think focusing on your core game mechanics for now is a smart idea. And hopefully when you're done, there will be a smooth process for sending your characters into Unity. But for now people in the forum have come up with some manual work arounds, such as importing your characters into 2019.3 with auto-setup and then copying over to a newer version. Not ideal I know... I backed out of using HDRP, and returned to built-in rendering. Just running into too many issues with lack of support for HDRP. If I had others on my team, then I could continue with it, but as it's just me... I need to go where most of the support exists. Thank you for the link! I will look into the manual some more. Still wish I didn't have to troubleshoot it though. If it's "just fix the materials..." then RL should have it done already. Kind of why we're paying them. Great responses though. I hope they're listening.
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