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dan.goyette
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dan.goyette
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 83,
Visits: 379
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I have a question about blendshapes within exported animations, specifically related to exporting animations separately from the mesh.
By default, it looks like exported animations from CC4 will only include blendshapes for CC_Base_Body and CC_Base_Tongue. (That's what I'm seeing when exporting the default "Kevin" model.) Unity Auto Setup does some magic when processing a character to expand those blendshapes out, and add corresponding blendshapes for all of the other relevant Skinned Mesh Renderers in the FBX. However, that only seems to be the case if the animations are embedded into the FBX. When exporting the FBX in CC4, if I choose "Export Mesh and Motion Individually", then I end up with two FBX files: Kevin.fbx,and Kevin_Motion.fbx. Unfortunately, Unity Auto Setup does not appear to process the Kevin_Motion.fbx, and add the relevant blendshapes.
I was wondering if there was a way to get Unity Auto Setup to process the Kevin_Motion FBX file the same way it would if the animations were contained in the Kevin.fbx file? For various reasons, I'd really prefer not to have animations in the main FBX file.
Thanks.
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marius.rubo_388786
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marius.rubo_388786
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 1,
Visits: 17
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Dear developer, we are using iClone characters in a URP game in VR. They look great and the framerate is decent, although we get a somewhat higher framerate with the Standard Pipeline. Do you have any tips on how to further improve fps with URP? We tried deleting some of the maps on the shader (those which had no strong effects on the character's look) but this strangely reduced fps rather than increase it. Happy for any tips/recommendations!
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Victor.Soupday
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Victor.Soupday
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 569,
Visits: 9.0K
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One possibility is that the custom Shaders aren't installed in your core project As the shaders are part of the Package system they tend not to be included in any asset collection when exporting to another project.
Or the skin materials have lost their diffuse color settings. Might be worth comparing the skin material settings in the core and the sub projects to make sure they are the same.
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abhayj
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abhayj
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 3,
Visits: 104
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Dear developer, We are currently experiencing a weird shader/material issue in our Unity project. The CC4 avatars' materials work properly in our sub project but after we download the addressable and run them in our core. All these materials became so much brighter to the point where it changes an African American lady to a pale lady. We eliminated many possible factors that might affect this such as post processing, lighting and diffusion profile. The first image is taken in our sub project and the second one is in our core(same character but look completely different). Would you please let us know what else could possibly affect the shaders to cause this error, such us addressable build up, etc.?
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maxkmh
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maxkmh
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 5,
Visits: 18
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I am using the Invector template. How i can adjust the shoulder and mouth open for the character I am using CC4 and unity 2022.
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gai.s
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 1,
Visits: 28
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Hi Victor,Thanks for your great work, it is great that you develop and maintain these packages :) I just wanted to let you know a small problem that I found while trying to install the 3D Importer. I found out that when I already have the URP packes installed in my assets and then install the 3D importer, the importer automatically updates to URP, rendering the materials to URP (and thus leading to the annoying pink shader problem). When I opened the character Importer, it would say CC/iC Importer URP 1.4.9 instead of 3D as in the screen shot. Solution: I had to delete the URP pipeline asset, restart editor and reinstall the 3D Importer.
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Victor.Soupday
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Victor.Soupday
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 569,
Visits: 9.0K
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buckbuck (5/26/2023) Hello I Just Purchase Character Creator 4. I export my character as fbx into unity in a cc folder, when press the build material button and after it was built, the character material turned pink. I am using unity 2022.2.16f1 and The High Definition Render Pipeline for unity. can you please tell me how to fix? I also inserted a image of the error. Thanks In AdvanceMake sure your project is created using an HDRP template if you're using the HDRP version of the tools. That scene you posted there doesn't look HDRP, it looks more like the Build-in/3D pipeline.
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buckbuck
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buckbuck
Posted 2 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 5,
Visits: 159
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Hello I Just Purchase Character Creator 4. I export my character as fbx into unity in a cc folder, when press the build material button and after it was built, the character material turned pink. I am using unity 2022.2.16f1 and The High Definition Render Pipeline for unity. can you please tell me how to fix? I also inserted a image of the error. Thanks In Advance
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Duude
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Group: Forum Members
Last Active: 10 Months Ago
Posts: 62,
Visits: 163
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Duude
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Group: Forum Members
Last Active: 10 Months Ago
Posts: 62,
Visits: 163
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I now tested the CC4 kevin default and it works correctly when importin into unity so I have to investigate why my other character doesn't and why the wig and eyelashes show clipped mesh when it should show image alpha instead.
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