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chris_466129 (6/13/2022) Running into an issue with skin poking through clothes once the character gets into Unity and going through animations. If I choose to hide the body parts or some of mesh in CC3 with the edit mesh tool and then export, that doesn't seem to work, I'm guessing because unity needs the whole skinned mesh. It seems to be a tricky situation because you want to customize the skin shader settings but at the same time, you don't want the skin poking through the clothes on animations.
Ideas?
Also, a giant thank you to Soupday for making the plugin/converter!
Someone posted the fix earlier but basically in CC4 you select the clothing item, conform, and set margin to 1.0 (no idea why it defaults to 0.1)
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paul.vanderlaan (6/9/2022)
Victor.Soupday (6/7/2022)
That's specifically for exports from iClone directly to Unity. iClone/CC to Blender exports everything fine so you're OK use open mouth as morph to do that. Thank you for your quick response. I just tried the blendshape animation retargetter but it seems it doesn't copy all blendshapes animation data in my case. See my screenshot. The left inspector window shows the current blendshape values for the moustache object while the right inspector window shows the blendshape values of the CC_Base_Body object. Would you know why it only copies certain blendshapes but not others? I can share with you the Unity project for easy debugging, if you want. I looked into the Unity Auto Setup source code and although I'm not able to solve this issue, I did do an interesting observation. When I print out each item in the 'cache' dictionary (declared in AnimRetargetGUI, line 1027), I get the following result: [(None), UnityEditor.EditorCurveBinding] [Open, UnityEditor.EditorCurveBinding] [Explosive, UnityEditor.EditorCurveBinding] [Dental_Lip, UnityEditor.EditorCurveBinding] [Tight-O, UnityEditor.EditorCurveBinding] [Tight, UnityEditor.EditorCurveBinding] [Wide, UnityEditor.EditorCurveBinding] [Affricate, UnityEditor.EditorCurveBinding] [Lip_Open, UnityEditor.EditorCurveBinding] [Tongue_up, UnityEditor.EditorCurveBinding] [Tongue_Raise, UnityEditor.EditorCurveBinding] [Tongue_Out, UnityEditor.EditorCurveBinding] [Tongue_Narrow, UnityEditor.EditorCurveBinding] [Tongue_Lower, UnityEditor.EditorCurveBinding] [Tongue_Curl-U, UnityEditor.EditorCurveBinding] [Tongue_Curl-D, UnityEditor.EditorCurveBinding] [Brow_Raise_Inner_L, UnityEditor.EditorCurveBinding] [Brow_Raise_Inner_R, UnityEditor.EditorCurveBinding] [A04_Brow_Outer_Up_Left, UnityEditor.EditorCurveBinding] [A05_Brow_Outer_Up_Right, UnityEditor.EditorCurveBinding] [A02_Brow_Down_Left, UnityEditor.EditorCurveBinding] [A03_Brow_Down_Right, UnityEditor.EditorCurveBinding] [Brow_Raise_L, UnityEditor.EditorCurveBinding] [Brow_Raise_R, UnityEditor.EditorCurveBinding] [Eye_Blink, UnityEditor.EditorCurveBinding] [A14_Eye_Blink_Left, UnityEditor.EditorCurveBinding] [A15_Eye_Blink_Right, UnityEditor.EditorCurveBinding] [A18_Eye_Wide_Left, UnityEditor.EditorCurveBinding] [A19_Eye_Wide_Right, UnityEditor.EditorCurveBinding] [A16_Eye_Squint_Left, UnityEditor.EditorCurveBinding] [A17_Eye_Squint_Right, UnityEditor.EditorCurveBinding] [Nose_Scrunch, UnityEditor.EditorCurveBinding] [Nose_Flanks_Raise, UnityEditor.EditorCurveBinding] [A23_Nose_Sneer_Left, UnityEditor.EditorCurveBinding] [A24_Nose_Sneer_Right, UnityEditor.EditorCurveBinding] [Nose_Nostrils_Flare, UnityEditor.EditorCurveBinding] [A21_Cheek_Squint_Left, UnityEditor.EditorCurveBinding] [A22_Cheek_Squint_Right, UnityEditor.EditorCurveBinding] [Cheek_Suck, UnityEditor.EditorCurveBinding] [Cheek_Blow_L, UnityEditor.EditorCurveBinding] [Cheek_Blow_R, UnityEditor.EditorCurveBinding] [Mouth_Smile, UnityEditor.EditorCurveBinding] [A38_Mouth_Smile_Left, UnityEditor.EditorCurveBinding] [A39_Mouth_Smile_Right, UnityEditor.EditorCurveBinding] [Mouth_Frown, UnityEditor.EditorCurveBinding] [A40_Mouth_Frown_Left, UnityEditor.EditorCurveBinding] [A41_Mouth_Frown_Right, UnityEditor.EditorCurveBinding] [Mouth_Blow, UnityEditor.EditorCurveBinding] [A30_Mouth_Pucker, UnityEditor.EditorCurveBinding] [A29_Mouth_Funnel, UnityEditor.EditorCurveBinding] [Mouth_Widen, UnityEditor.EditorCurveBinding] [Mouth_Widen_Sides, UnityEditor.EditorCurveBinding] [A42_Mouth_Dimple_Left, UnityEditor.EditorCurveBinding] [A43_Mouth_Dimple_Right, UnityEditor.EditorCurveBinding] [Mouth_Plosive, UnityEditor.EditorCurveBinding] [Mouth_Lips_Tight, UnityEditor.EditorCurveBinding] [Mouth_Lips_Tuck, UnityEditor.EditorCurveBinding] [Mouth_Lips_Open, UnityEditor.EditorCurveBinding] [Mouth_Lips_Part, UnityEditor.EditorCurveBinding] [Mouth_Bottom_Lip_Down, UnityEditor.EditorCurveBinding] [A35_Mouth_Shrug_Upper, UnityEditor.EditorCurveBinding] [A33_Mouth_Roll_Upper, UnityEditor.EditorCurveBinding] [A34_Mouth_Roll_Lower, UnityEditor.EditorCurveBinding] [Mouth_Snarl_Upper_L, UnityEditor.EditorCurveBinding] [Mouth_Snarl_Upper_R, UnityEditor.EditorCurveBinding] [Mouth_Snarl_Lower_L, UnityEditor.EditorCurveBinding] [Mouth_Snarl_Lower_R, UnityEditor.EditorCurveBinding] [Mouth_Bottom_Lip_Bite, UnityEditor.EditorCurveBinding] [Mouth_Down, UnityEditor.EditorCurveBinding] [Mouth_Up, UnityEditor.EditorCurveBinding] [A31_Mouth_Left, UnityEditor.EditorCurveBinding] [A32_Mouth_Right, UnityEditor.EditorCurveBinding] [Mouth_Lips_Jaw_Adjust, UnityEditor.EditorCurveBinding] [Mouth_Bottom_Lip_Trans, UnityEditor.EditorCurveBinding] [Mouth_Skewer, UnityEditor.EditorCurveBinding] [Mouth_Open, UnityEditor.EditorCurveBinding] [Jaw_Rotate_D, UnityEditor.EditorCurveBinding] [Jaw_Rotate_L, UnityEditor.EditorCurveBinding] [Jaw_Rotate_R, UnityEditor.EditorCurveBinding] [Jaw_Move_D, UnityEditor.EditorCurveBinding] [Jaw_Move_L, UnityEditor.EditorCurveBinding] [Jaw_Move_R, UnityEditor.EditorCurveBinding] [A01_Brow_Inner_Up, UnityEditor.EditorCurveBinding] [A06_Eye_Look_Up_Left, UnityEditor.EditorCurveBinding] [A07_Eye_Look_Up_Right, UnityEditor.EditorCurveBinding] [A08_Eye_Look_Down_Left, UnityEditor.EditorCurveBinding] [A09_Eye_Look_Down_Right, UnityEditor.EditorCurveBinding] [A10_Eye_Look_Out_Left, UnityEditor.EditorCurveBinding] [A11_Eye_Look_In_Left, UnityEditor.EditorCurveBinding] [A12_Eye_Look_In_Right, UnityEditor.EditorCurveBinding] [A13_Eye_Look_Out_Right, UnityEditor.EditorCurveBinding] [A20_Cheek_Puff, UnityEditor.EditorCurveBinding] [A25_Jaw_Open, UnityEditor.EditorCurveBinding] [A26_Jaw_Forward, UnityEditor.EditorCurveBinding] [A27_Jaw_Left, UnityEditor.EditorCurveBinding] [A28_Jaw_Right, UnityEditor.EditorCurveBinding] [A36_Mouth_Shrug_Lower, UnityEditor.EditorCurveBinding] [A37_Mouth_Close, UnityEditor.EditorCurveBinding] [A44_Mouth_Upper_Up_Left, UnityEditor.EditorCurveBinding] [A45_Mouth_Upper_Up_Right, UnityEditor.EditorCurveBinding] [A46_Mouth_Lower_Down_Left, UnityEditor.EditorCurveBinding] [A47_Mouth_Lower_Down_Right, UnityEditor.EditorCurveBinding] [A48_Mouth_Press_Left, UnityEditor.EditorCurveBinding] [A49_Mouth_Press_Right, UnityEditor.EditorCurveBinding] [A50_Mouth_Stretch_Left, UnityEditor.EditorCurveBinding] [A51_Mouth_Stretch_Right, UnityEditor.EditorCurveBinding] [A52_Tongue_Out, UnityEditor.EditorCurveBinding] [T01_Tongue_Up, UnityEditor.EditorCurveBinding] [T02_Tongue_Down, UnityEditor.EditorCurveBinding] [T03_Tongue_Left, UnityEditor.EditorCurveBinding] [T04_Tongue_Right, UnityEditor.EditorCurveBinding] [T05_Tongue_Roll, UnityEditor.EditorCurveBinding] [T06_Tongue_Tip_Up, UnityEditor.EditorCurveBinding] [T07_Tongue_Tip_Down, UnityEditor.EditorCurveBinding] [T08_Tongue_Width, UnityEditor.EditorCurveBinding] [T09_Tongue_Thickness, UnityEditor.EditorCurveBinding] [T10_Tongue_Bulge_Left, UnityEditor.EditorCurveBinding] [T11_Tongue_Bulge_Right, UnityEditor.EditorCurveBinding] [Merged_Open_Mouth, UnityEditor.EditorCurveBinding]
Each item after [A01_Brow_Inner_Up, UnityEditor.EditorCurveBinding] is correctly copied with all the blendshape keyframes and each item before that has only 2 keyframes set to 0 (see also attached screenshot). Not sure if this is related, but it might help in finding the fix.75% of original size (was 668x19) - Click to enlarge
Additionally, I think I found a typo in the FacialProfileMapper. There is an "-O" missing in the CC3Ex mapping. 75% of original size (was 668x19) - Click to enlarge
Sorry for the big post, I couldn't find a way to hide a large portion of text.
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The problem has been it wasn't taking the facial profile of the animation clip into account so it was using the first available match regardless of the source profile, getting it wrong particularly for the CC3 + ExPlus profile.
It also needed the Viseme profiles to be retargeted separately too.
On top of that some blend shapes are incorrectly named in certain facial profiles (CC4+ExPlus) and they needed correcting before being remapped.
To help with checking the facial retargeting I've added a retarget report logged to the console and I've colour coded the button depending on the estimated accuracy of the retarget.
The next release has a whole lot of fixes in it, everything I could find to fix, which I want to try and get out today if possible.
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Unity Auto-setup Release 1.3.3Built-in (Unity 3D): https://github.com/soupday/cc_unity_tools_3D/releasesURP: https://github.com/soupday/cc_unity_tools_URP/releasesHDRP: https://github.com/soupday/cc_unity_tools_HDRP/releases Documentation: https://soupday.github.io/cc_unity_tools/Full install instructions here: https://soupday.github.io/cc_unity_tools/installation.html#Changelog: 1.3.3- Updates / Additions:
- Tessellation option added to build settings. (Currently HDRP12 Only)
- Lighting presets added to preview scene, and lighting cycle button added to importer window. (All pipelines)
- Lock retarget values toggle added. (To no longer reset on changing animation)
- Animation Processor (Importer Window) now also extracts fully facial expression retargeted animations from FBX.
- Animation Player and Retargeter can now work in any Editor scene. (Note: the character being animated will show at the origin of it's current parent)
- Match camera to scene view button added to importer window.
- Shader / Material adjustments:
- HDRP12 Tessellation shaders added.
- HDRP hair 2-pass shadow clip fixes.
- HDRP hair no longer uses flipped back lighting by default. (Less shadow artifacts and rim lighting works much better without it)
- Hair shader smoothness and specular tweaks. (Should look more consistent between the 3 pipelines)
- Adjustments to Eye and Eye occlusion colors and saturation to more accurately match the coloring in CC3/4.
- Facial hair materials are now generated with thinner opacity and less smoothness and specularity. (Should no longer look too thick and too shiny)
- Compute bake shaders updated with shader changes.
- Fixes to:
- Facial expression retargeter:
- Now correctly maps based on the source facial profile as well as the target profile.
- Includes all tongue blendshapes.
- Correctly remaps compatible viseme profiles. (8+7 split visemes cannot be retargeted to the 15 direct visemes).
- Button now color coded to the estimated quality of the retarget:
- Green - should retarget completely.
- Yellow - some BlendShapes will not restarget.
- Red - most BlendShapes will not retarget.
- A report of the retarget, listing how the BlendShapes are remapped and which could not be retarget is logged to the console.
- Animation player and retargetter UI and internal logic, should be less glitchy.
- No longer reprocesses the same textures when used by different materials during material build.
- Character prefab no longer gets stuck in current Animation Player pose after recompiling editor assembly.
- Numerous fixes to internal workings and code re-factors.
1.3.2- HDRP12 (Unity 2021.2+) Single pass hair shader fixes.
- HDRP Skin SSS transmission thickness min-max remap parameters.
Main features are:
Tessellation option added for HDRP 12 (Unity 2021.2 and above). All compatible materials will be generated with Tessellation (Phong) enabled. If you only want Tessellation for a few materials you would be better off generating without Tessellation and swapping the shaders on the materials you want after building the materials.
Lighting presets in the preview scene. A few different lighting setups to help visualize the characters.
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@Victor.Soupday Is it possible to know if the latest version of this tool 1.3.2 is backward compatible with Unity 2018 LTS or 2019 LTS version? If it is , I would probably use the new Alembic feature to improve some cinematic that where done in these Unity version. I would be surprise if it is but I am just asking... I could also try to open these older Unity project in Unity 2020 as an alternative plan. I also have another question. There isn't any bones when exporting to Alembic isn't it? I'am a bit new to this and I tried adding a component on the Alembic prefab but the component can't find the eyes and neck bones. I guess Alembic is only exporting baked mesh without the bones rig but I would love if you can confim this. :) Thanks again Victor!
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rmdhawaii (6/15/2022)
I was able to import Camilla with no issues, but when I import my own character, her eyes end up black. I changed the EyeMoisture_Pbr to white, but that didn't fix things. When I select the eye materials in the importer tool, even with "select linked" checked, I don't get the eye material inspector as shown. https://soupday.github.io/cc_unity_tools/_images/pupil_manipulation.gif
Does anyone know how to fix this? I'm really bad at these things. Thanks! EyeMoisture_Pbr sounds like Daz mischief to me. (It's not part of the CC3/4 eyes) I think former Daz materials should just come in as standard PBR and, being part of the eyes, are likely transparent. You will probably only need to turn on transparency (with Alpha blend) in the affected materials to fix this.
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Jfrog (6/21/2022) @Victor.Soupday Is it possible to know if the latest version of this tool 1.3.2 is backward compatible with Unity 2018 LTS or 2019 LTS version?The built-in/3D pipeline: probably yes. You would need to edit the package.json to roll back the minimum version number but it should work. URP and HDRP: the shader graphs will not work in versions earlier than 2020.3. There were significant changes made to these pipelines after 2019 and they aren't compatible at all. All the shaders would need to be completely remade. I also have another question. There isn't any bones when exporting to Alembic isn't it? Thanks again Victor! No bones in Alembic. It's all mesh animation.
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CheoCD (6/13/2022)
Hello ! I first of all wanted to thank you for this add-on and these shaders I've been using for a while now, I was considering moving to Unreal before getting my hands on it ! Anyway I have a few questions regarding hdrp, relfections ans subsurface scattering : first of all, I get this weird result when using refractive eyes and two pass hair in front of a mirror (here a plane with a mirror mat and a planar reflection probe). 75% of original size (was 668x19) - Click to enlarge The character here is the default Camilla character from CC4, imported using the 1.2.3 HDRP Importer, and I'm using Unity 2021.3.2f1 and HDRP 12.1.6. Part of the hair seems to get erased, the sclera is all black and the iris points upward as long as the iris depth of depth radius values are not lowered. 75% of original size (was 668x19) - Click to enlarge When using ray traced screen space reflection, the refractive eyes become entirely black, and the reflected skin loses its subsurface scattering. 75% of original size (was 668x19) - Click to enlarge Finally, when using ray traced subsurface scattering, I get this weird result on the character's skin, but not on his reflection. I'm assuming your shaders aren't compatible with rtx, and I can do without that, but I still wanted to report all this and to know if there could be a fix for the first issue with the refractive eyes in front of a mirror ? If not I can always use the basic or parallax shaders. I think all of this is down to the limitations of screen space effects in Unity. Basically only 1 screen space effect per pixel is allowed, so if you have a character with SSR eyes standing in front of a Screen space reflection mirror it will only show the reflection part and won't even draw any other screen space effects. Also transparency isn't allowed either in screen space reflection. So all you can see in the reflection is the opaque parts of the hair and is also why it's not drawing the whites of the eyes because they are in a transparent refractive material. Use the parallax eyes to get around this, they are all round better for all purposes. The parrallax eyes are fully opaque and receive full shadows and can even have subsurface scattering, SSR eyes can't. Finally Subsurface scattering in the skin is also a screen space effect and will not work in reflections. Not sure what is causing the discolouration on the arms. It could be that ray traced SSS needs entirely different value ranges to work effectively.
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Thanks for the quick reply and info Victor. No bones is no problem. ;) You would need to edit the package.json to roll back the minimum version number but it should work.
Lukily, I used built in for these projects.I download an app call JsonEditor but when I open the file, I am not sure where to make the change. :w00t::hehe:
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