Profile Picture

Unity Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 5 stars based on 12 votes.
1
...
27
28
29
30
31
...
58

Author
Message
Jfrog
Jfrog
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 702, Visits: 4.7K
@Victor.Soupday

This maybe a bit out of topic but since I have been trying to do this for the last three days and that you are probably
one of the few that may know the answer...
We now have a Great solution for exporting characters and animations to Unity but I would really like to do the opposite, meaning
importing a humanoid motion from Unity to either Iclone 8, CC4
or 3Dxchange? There are no profile in Iclone 8 for Unity humanoid and haven't had any success with the characterization method.  My goal is to use iclone 8 to clean animations from Unity. 

Any input or idea would be appreciated.  Thanks!



Ryzen R9 5950x, RTX 3090, 128Gb Ram ,2 x 2 TB Samsung 980 Pro M.2 SSD

Horror Stories in VR
Immersive Sound VR
Immersive Sound VR on Oculus TV

dassoubarna
dassoubarna
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (1.6K reputation)Distinguished Member (1.6K reputation)Distinguished Member (1.6K reputation)Distinguished Member (1.6K reputation)Distinguished Member (1.6K reputation)Distinguished Member (1.6K reputation)Distinguished Member (1.6K reputation)Distinguished Member (1.6K reputation)Distinguished Member (1.6K reputation)

Group: Forum Members
Last Active: Last Month
Posts: 49, Visits: 681
@Victor.Soupday

Is there anyway to export blendshapes animations with alembic export?
I have a talking(facial expression also) character with soft cloth animation and I want to import it in UNITY 2020.3 project. I tried alembic and it works fine with soft cloth and body movement animation but no facial expression or lipsync animation is imported in UNITY. Please help!
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 7 days ago
Posts: 569, Visits: 9.0K
dassoubarna (6/30/2022)
@Victor.Soupday

Is there anyway to export blendshapes animations with alembic export?
I have a talking(facial expression also) character with soft cloth animation and I want to import it in UNITY 2020.3 project. I tried alembic and it works fine with soft cloth and body movement animation but no facial expression or lipsync animation is imported in UNITY. Please help!


Seems to work fine for me. Are you exporting in the Ogawa format with split mesh by material?

(https://soupday.github.io/cc_unity_tools/adv-usage.html#workflow-iclone-to-unity-experimental)
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 7 days ago
Posts: 569, Visits: 9.0K
Jfrog (6/29/2022)
@Victor.Soupday

This maybe a bit out of topic but since I have been trying to do this for the last three days and that you are probably
one of the few that may know the answer...
We now have a Great solution for exporting characters and animations to Unity but I would really like to do the opposite, meaning
importing a humanoid motion from Unity to either Iclone 8, CC4
or 3Dxchange? There are no profile in Iclone 8 for Unity humanoid and haven't had any success with the characterization method.  My goal is to use iclone 8 to clean animations from Unity. 

Any input or idea would be appreciated.  Thanks!



There's not really a "Unity Humanoid" that exists outside of Unity's internal workings. Unity retargets all humanoid animations to it's own internal Mechanim system. These animations come from a variety of external sources (fbx, blend, dae, etc...), so these source files are the files you should be trying to get into iClone.
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 7 days ago
Posts: 569, Visits: 9.0K
Necka (6/25/2022)
Hello Victor, it might be out of scope for your plugin but that would be helpful to avoid lot of manual work:

Could you consider "Same Materials" ?
Example:

I have a character with let say Pants, accessories, vest etc. Around 15 cloth/accessories items.
I prepared those to use only 3 materials.

In CC4 Those materials are the same name and I can change the settings of one it will influence all the others. Which is good.
Once imported in Unity with your tool, I will get 15 materials. For example the accessories will be acc, acc_1, acc_2, etc.

So of course it takes a lot of space for textures etc and it's not optimized. So I'd re-assign manually 1 material to each and delete the extra mats/textures myself.
Maybe the plugin could consider this and if multiple items have the exact same Material name, it could take care of this automatically.

Do you see this as feasible? 


Should be possible, but just having the same name is no guarantee the material is meant to be the same.

To test if the materials are duplicates it would have to compare: material names, texture file names, material properties and even then the textures themselves would need to be compared.

Hair materials in particular have duplicate names and texture names but the textures themselves can be different.

But it could work if the textures can be reliably identified as being the same.
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 7 days ago
Posts: 569, Visits: 9.0K
Some of the things recently added and something still WIP:


Jfrog
Jfrog
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)Distinguished Member (5.6K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 702, Visits: 4.7K
@Victor.Soupday

This is amazing Victor!  This tool is getting better and better every day.  Great work! :w00t:

Ryzen R9 5950x, RTX 3090, 128Gb Ram ,2 x 2 TB Samsung 980 Pro M.2 SSD

Horror Stories in VR
Immersive Sound VR
Immersive Sound VR on Oculus TV

tamulur
tamulur
Posted 3 Years Ago
View Quick Profile
Junior Member

Junior Member (128 reputation)Junior Member (128 reputation)Junior Member (128 reputation)Junior Member (128 reputation)Junior Member (128 reputation)Junior Member (128 reputation)Junior Member (128 reputation)Junior Member (128 reputation)Junior Member (128 reputation)

Group: Forum Members
Last Active: 6 Months Ago
Posts: 9, Visits: 415
Fantastic Victor, you're the best!
buonnguqua2k6
buonnguqua2k6
Posted 3 Years Ago
View Quick Profile
New Member

New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)

Group: Forum Members
Last Active: 3 Years Ago
Posts: 1, Visits: 5
Victor.Soupday (6/21/2022)
Jfrog (6/21/2022)
@Victor.Soupday  I just have a little error in the log in Unity 2020.3.37f1.   Thanks again!


Looks like you have a copy in your Assets folder. Don't put it in Assets, it must be installed as a package though the package manager.

Have one big problem with package manager is your custom shaders ID in package-asset folder on my local disk, my team-mate cannot using it if not manual install package like me:(


sunriser1116
sunriser1116
Posted 3 Years Ago
View Quick Profile
Junior Member

Junior Member (121 reputation)Junior Member (121 reputation)Junior Member (121 reputation)Junior Member (121 reputation)Junior Member (121 reputation)Junior Member (121 reputation)Junior Member (121 reputation)Junior Member (121 reputation)Junior Member (121 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 9, Visits: 424
Mr Soupday,

I’m having an issue with getting my facial animations toimport correctly in Unity 2021.3.6
Character is CC4 upgrade of a cartoon designer CC3 character to use CC4 extended facial expressions, Acculips, and digital soul expression presets. All looks great in Iclone 8.

When I export the fbx from IC8 and import to unity using the CC/iC Importer 3D (1.3.3), the animation around the jaw and mouth is incorrect.It seems like the jaw is opening but the mouth blendshapes are not adjustingcausing these ugly straight stretching to appear when the Open Mouth Preview Tool or playing an animation with speech occurs.

Here’s the weird part: if I create a brand new Unity 2021standard or HDRP test project, the animations and blendshapes DO import correctly.Here is a picture showing a comparison of the open mouth in each project:

EDIT: It's important to note that the actual lip and expression animation in Unity will play in my main project but any instances of the mouth opening will show those mouth distortions.
Things to note:

  • This is the exact same character FBX file I’m using for each project and I importing each in the exact same way.
  • I made sure the “Mouth Open as Morph” option was unchecked in IC8 export

Things I have tried:

  • Reimporting the CC/iC Importer Asset in my Unity project
  • Exporting the character from CC4 instead of IC8
  • Removing a lot of my packages and assets in my main project to match what other working test project has
  • Comparing the Project Settings and Preferences and changing my project to match the working test project
  • Trying other IC8 exported characters (they have the same result with incorrect mouth and jaw)

Is there something in Unity that is causing this? I’ve been struggling for 2 days trying to figure out what it may be!! Thank you in advance for any help you can provide!
One other item is the import of the cartoon eyelashes in unity. It seems to be only one-sided and will disappear when an eye blink is done:

Is there an easy way to correct this?


1
...
27
28
29
30
31
...
58



Reading This Topic