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Unity Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 5 stars based on 12 votes.
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Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
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sunriser1116 (7/15/2022)
Mr Soupday,




The built-in pipeline... sounds like something familiar. Is this the source of your problem:

https://forum.reallusion.com/uploads/images/4946ff05-817d-4252-bc68-ae08.jpg

vs

https://forum.reallusion.com/uploads/images/810e161a-1605-4cfc-bf95-4378.jpg

(All quality levels would need to be set to at least 4 bones)

I've had various Built-in pipeline projects start seemingly randomly with 1, 2 or 4 skin weight bones and I've never figured out why.

As for the eyelashes: they should be double sided but the standard shader in the built-in pipeline has never allowed double sided materials, for reasons unknown. Even so the eye lashes have two layers pointing in opposite directions so it should be drawing both sides, unless the toon base characters only have 1 layer?

sunriser1116
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That, my friend, was EXACTLY the problem.You are a genius! I never would have thought to look there!
Thank you so much!
maxkmh
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from where i can get 1.3.4 version also can you please share the latest video for unity export as reallusion made for the unreal engine.
Victor.Soupday
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Unity Auto-setup Release 1.3.4

Built-in (Unity 3D): https://github.com/soupday/cc_unity_tools_3D/releases
URP: https://github.com/soupday/cc_unity_tools_URP/releases
HDRP: 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:
1.3.4
  • Cloth physics added
    • Colliders generated from character JSON data.
    • Weightmaps used to generate cloth coefficients.
    • Runtime helper scripts to adjust colliders, weight maps and cloth settings in play mode for real time feedback.
    • Save and recall feature, so play mode changes can be retained (currently only one character's settings can be saved)
    • Optimized collider detection.
    • Collider margin adjust and weightmap based detection threshold settings.

Initial release of cloth physics setup.

Documentation for the cloth physics

Note: The Unity Cloth physics interacts with the primitive colliders differently to iClone and Character Creator, so you will probably find that you need to adjust the colliders and cloth coefficients to compensate for the differences. The colliders as defined by the character data are too large, so by default the physics setup will shrink the colliders to make them play better, and it will aggressively cull colliders that are not close enough the cloth mesh to interact or where the mesh weight map is not strong enough to supply much movement. Even so further adjustment will be needed.

The cloth physics can also be applied to the hair, but it really doesn't work very well and the performance cost is huge.

Some helper components have been added to assist with adjusting the cloth physics and colliders and I will try to produce a video showing how to use these.

Also note: Even though there is a tessellation option for the 3D and URP pipelines, it's not implemented yet.
maxkmh
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thanks
Victor.Soupday
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Unity Auto-setup Release 1.3.5

Built-in (Unity 3D): https://github.com/soupday/cc_unity_tools_3D/releases
URP: https://github.com/soupday/cc_unity_tools_URP/releases
HDRP: 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:
1.3.5
  • Fixes
    • Collider manager now remembers the currently selected collider.
    • Collider manager editor now has rotation adjustment sliders.
    • Animation Player is closed on entering Play mode.
    • Save and Recall physics settings now works correctly in Editor mode and remembers settings per character.

Wasn't entirely happy with some of the collider manager adjustments so I added rotation adjustments and fixed a few things that were bothering me. You may need to rebuild physics for any characters with physics from the previous version.
Victor.Soupday
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A demonstration video showing adding physics and adjusting the colliders and cloth settings:



Jfrog
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@Victor.Soupday

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.


Thanks for the info Victor and thanks for the great update! 

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Yules
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[SOLVED in CC/iC Unity Tools HDRP Version 1.3.6]
===============================================
Having difficulty publishing an exe in Unity 2021.3.6f :[ - Everything works fine in the editor. Added an issue reference here

(HDRP Version 12.1.7 - June 30, 2022)
(CC/iC Unity Tools HDRP Version 1.3.5)

 Errors read as:
Character Studio Exports\Unity Stuff\cc_unity_tools_HDRP-1.3.5\Runtime\PhysicsSettingsStore.cs(7,56): error CS0426: The type name 'PhysicsSettings' does not exist in the type 'WeightMapper'
Character Studio Exports\Unity Stuff\cc_unity_tools_HDRP-1.3.5\Runtime\PhysicsSettingsStore.cs(8,60): error CS0426: The type name 'ColliderSettings' does not exist in the type 'ColliderManager'


error_log


emelyjohnstone
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Has this been sorted for the URP tool as I have had the same errors when trying to build? 

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