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Ascensi
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Ascensi
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 262,
Visits: 1.9K
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@ Nicole-PandorasBox When you ask about "sending normals in displacement character" do you mean using normals as displacement? If you try to do this without modifying the normal map that is set as displacement it will crack because there seems to be issues with Reallusion's normal maps, in particular if they are layered because it appears that pixel shift on axis is not being calculated/compensated. So if you use normal maps as displacement you will have to mirror it left & right or use the clone brush to make all adjoining edges have the same pixel tone. There should be no reason why your iavatar character file isn't working unless you somehow altered the textures. As a precaution save out your material then if the avatar doesn't show it working, load the material to see if it works. If you mean having a character in CC3 and sending it over to iClone, for me it works fine. Some links brought me back here and I realized I didn't tag you in the reply..
Store Page Link 76% of original size (was 665x19) - Click to enlarge       AMD 4.5 GHz 16 Cores | 128 GB | RTX 4090 | Window11 | Houdini FX 18.5 | Zbrush 2023 | Maya 2014 | Adobe CS6 | Sonar Producer X3 | iC8, CC4 | DTS Master Audio Suite | Perception Neuron 32 Alum Edition | Akeytsu
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Ascensi
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Ascensi
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 262,
Visits: 1.9K
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
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Ascensi (6/8/2021) 1. Currently, soft cloth body and head must be two separate meshes....
RL - If only there was a paradigm for CC to emulate, and even make a HD Transformer to, that would involve 2 meshes so something like this could be incorporated into... Eh?!!!!! EH!!!!? :D
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3DChick
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3DChick
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 411,
Visits: 1.9K
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Hi Ascensi, I have one question--did you have any issues sending your normals-in-displacement character to iClone or exporting as an iAvatar? I managed it once, but now I try, CC3 crashes. Thanks! Nicole
____________________________________________ Life-long learner and having waaaay too much fun with iClone! Youtube Channel: 3DChick Book Covers: www.significantcover.com Largely Unfinished Fiction: www.nemontgomery.com
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Ascensi
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Ascensi
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 262,
Visits: 1.9K
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Peter (RL)
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Peter (RL)
Posted 4 Years Ago
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Group: Administrators
Last Active: Last Year
Posts: 23.1K,
Visits: 36.6K
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Hi Ascensi Thank you for your efforts with this and for explaining your workflow. You have certainly put a lot of time into this. I will pass on your findings to the iClone team for them to review. Should I have more information to share about physics in iClone 8 I will let you know.
Peter Forum Administrator www.reallusion.com
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zxcvbnm22
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zxcvbnm22
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 29,
Visits: 452
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Brill thanks, here's hoping it does become a part of iClone 8!
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Ascensi
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Ascensi
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 262,
Visits: 1.9K
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Yes sorry it is a bit too involved for specific directions that's why I'm trying to get the votes up to make it available to everyone with minimal work but I will say that 1.I exported the character with FBX key and imported it into akeytsu to copy weights to a copy of the same body to be used as cloth but also because it now can be a cloth you can then save the cloth for other morphed characters and use the weight transfer to transfer the character weight to a CC3+ character that you've modified in Zbrush then sent back to Character Creator as cloth. 2.Then you'd have to paint black and white physics textures that define what skin areas move and how much. The painting part I can't describe, it should be a working template available to users and modifiable in iClone to be able to quickly create and test. Currently I have to export textures from Zbrush but it would be ideal if we can get have a physics paint tool built off Character creator's weight painting tool that paints greyscale. This then could be applied to animals and other creatures (without the human physics template) 3. Adjust physics settings and strength of cloth which can be adjusted in the texture brightness and contrast - my textures have been made to work out of the box but can be adjusted to create more or less flexibility. What ever I create now other users would be able to apply to their own characters as I have a working template (cloth file & physics textures and physics ini settings) I'd have to modify my physics textures for a male template. Again, all a user would have to do once having the template is transfer the character weights from my cloth file to their character imported back to Character creator as cloth from Blender using the FBX key method or Zbrush. Once Reallusion reenables Soft Physics for Characters there would be no need to make the character a cloth from external methods then all that's left for a user to modify would be the physics painting in iClone and lastly the tech that they use for tracking cloth on their beard system should be on by default once Character Cloth Physics is enabled.
Store Page Link 76% of original size (was 665x19) - Click to enlarge       AMD 4.5 GHz 16 Cores | 128 GB | RTX 4090 | Window11 | Houdini FX 18.5 | Zbrush 2023 | Maya 2014 | Adobe CS6 | Sonar Producer X3 | iC8, CC4 | DTS Master Audio Suite | Perception Neuron 32 Alum Edition | Akeytsu
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zxcvbnm22
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zxcvbnm22
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 29,
Visits: 452
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Cool, sounds like it would make it possible for much more realistic character interactions as well as more realism in general.. fantastic. I won't ask for a how-to, sounds quite involved at this stage. Unless you wanted to write it up!
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Ascensi
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Ascensi
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 262,
Visits: 1.9K
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1. Currently, soft cloth body and head must be two separate meshes if someone wants the facial expressions to work.. the head mesh must be assigned as a "full beard" in order for the head as cloth to be tracked. I have mentioned this on the feedback tracker that they could just allow tracking on an existing character with their cloth tracking tech they added to the beard so it can conform to facial expressions. If setup as two meshes the head might need opacity from the neck down but using opacity doesn't work with Iray's SSS.. so it best for Reallusion to reenable physics for characters so we don't need to split characters, copy weights and textures, have larger file size etc 2. Cloth vs rigid body interaction barely works without enabling cloth vs cloth collision in global settings. For me enabling it crashes but it might be my video card. With it off it barely works if the object colliders is set to self mesh. currently iClone uses CPU to power physX, GPU might be better. The solver should be under 400 low as 300 at this time, any higher and it could slow the realtime playback. 3. Reallusion may simply need to give us the option to increase collider resolution on both objects and cloth -this is known in game engines to produce better interaction and prevent cloth breakage. 4. Takes a lot of time & understanding to prep a character to be cloth.. if Reallusion reenabled physics for characters in iClone and included the painting tools from CC3 for physics painting, users would be able to rapidly test and use on any kind of character! but otherwise it can take a day or two having the knowledge and tools how to do it, but once you have it you don't need to do more. So in the raw, unpolished, underdeveloped form, it runs excellent so far but really needs love, development & optimizations for cloth vs cloth interactions. My video card might have issues so I'm working with someone right now to help confirm either my video card issue, a glitch etc. If this were to be developed decent enough we could put animated lung model inside to simulate breathing or poke, hit, pull skin level interactivity. Facial expressions also may likely be more realistic.
Store Page Link 76% of original size (was 665x19) - Click to enlarge       AMD 4.5 GHz 16 Cores | 128 GB | RTX 4090 | Window11 | Houdini FX 18.5 | Zbrush 2023 | Maya 2014 | Adobe CS6 | Sonar Producer X3 | iC8, CC4 | DTS Master Audio Suite | Perception Neuron 32 Alum Edition | Akeytsu
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