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Unity Auto Setup

Posted By Victor.Soupday 4 Years Ago
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Unity Auto Setup

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clifton_460087
clifton_460087
Posted 3 Years Ago
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I'm just wondering if there is any way to export from CC4 to an FBX that has the body combined into one material but the head is separate mat and mesh? We are trying to make some characters for VR players and need to be able to hide the head from some cameras
Victor.Soupday
Victor.Soupday
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clifton_460087 (11/21/2022)
I'm just wondering if there is any way to export from CC4 to an FBX that has the body combined into one material but the head is separate mat and mesh? We are trying to make some characters for VR players and need to be able to hide the head from some cameras


You could send it to Blender first and separate the head from the body, then export it to Unity. I built that pipeline into the Unity and Blender tools.

This video is unrelated but the principle is similar:


There may be something on the Unity asset store to combine materials. But you should also consider if you're using SRP batching or not (URP/HDRP). With SRP batching there is next to no performance loss having multiple materials that all use the same shader variant Vs one material with combined textures.
Victor.Soupday
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zisiang (11/19/2022)
Hi @Victor.Soupday, Thank you for putting together the amazing Unity tools for CC/iClone. I've just upgraded to CC4/iClone8, and I've imported package 1.3.8 in my project using Unity 2020.3.36 and I'm using the standard Built-in workflow. I'm working on an educational VR project, in which the CC4 exported character (FBX) can be imported into Unity perfectly - it shows up perfectly in the Unity editor. However, once I've pressed "play", as I am using SteamVR with a SteamVR-compatible headset, the character only shows up on the left display (left eye); all other content in Unity shows up okay in both displays (e.g. stereo display on HTC Vive Pro 2) but not the character. For testing and trying to find out if there is an interim solution for this, I've changed all the Reallusion shaders to Standard shaders, and it shows up okay (by changing all the components one by one to Standard shaders). However, the current standard shaders do not show all the quality reproduced using the Reallusion shaders you've created. Do you think I may have missed anything or is there a solution for this? Another approach I've tried was that I removed package 1.3.8 and add the older 1.3.7, and it works quite well without the said problem in VR. Is it correct that package 1.3.8 is upgraded and based on Amplify shader, and do you think this issue may have anything to do with Amplify? Best regards, Zi


The amplify shaders were added a long time ago in version 1.1.1, so they have worked well up until now, so it might be a problem with ASE 1.9.0. Does everything in the character disappear from the other eye, even the standard shader materials?

ASE 1.9.0 does seem to be having problems and has been updated a few times since. The next version of the CC/iC Unity Tools will be using ASE 1.9.1. So hopefully that will work better.

Update: And it's just been updated again to 1.9.1.1, so we'll see.
michael.pickering
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Posted 3 Years Ago
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Hi Victor,
For now, I'm trying to get as far as I can using the CC3+ stuff that I've already worked on before but refreshed by using your latest automated pipeline. The result that I got is indeed promising, except that I applied the hair physics without realizing it's still experimental and that didn't go so well. Hair physics is more important to me than cloth physics, so can you please provide an update on your hair physics WIP and give some hint as to when that feature might be ready for prime time?
Thanks again for all your hard work!
Victor.Soupday
Victor.Soupday
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michael.pickering (11/22/2022)
Hi Victor,
For now, I'm trying to get as far as I can using the CC3+ stuff that I've already worked on before but refreshed by using your latest automated pipeline. The result that I got is indeed promising, except that I applied the hair physics without realizing it's still experimental and that didn't go so well. Hair physics is more important to me than cloth physics, so can you please provide an update on your hair physics WIP and give some hint as to when that feature might be ready for prime time?
Thanks again for all your hard work!


Using the Unity Cloth PhysX for hair physics really doesn't work well, and no amount of tweaking the settings improves the results short of effectively turning the physics off.

The best results I've been able to achieve so far have been with adding and weighting spring bones in Blender and animating them with Dynamic Bone in Unity. It's limited and not exactly accurate, but at least it doesn't collapse into a chaotic mess. That's what I used for this:



So I'm having to rethink the approach to Hair physics.

An alternative approach is using the experimental strand hair:



But this means remaking the hair curves, and so far, the best I can do is make the character look like a toilet brush, but that's more down to my lack of skill in making hair curves in Blender. it could be very promising.

zisiang
zisiang
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Hi @Victor.Soupday,

Thanks for getting back to me. When I imported v1.3.8, everything "disappeared" from the right display of my SteamVR-based headset whenever I pressed play in Unity, but it looks okay in the Unity editor. As I removed v1.3.8 and added v1.3.7, everything worked again on both sides of the displays :) For now, v1.3.7 works great in the Unity project we are working on. Thanks for working on the Unity Auto Setup program, Victor, your work is amazing!

Cheers, Zi

W: www.inclusivexrcollaboratory.com
W: https://www.utas.edu.au/profiles/staff/education/zi-siang-see

paul.vanderlaan
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zisiang (11/19/2022)
Hi @Victor.Soupday, Thank you for putting together the amazing Unity tools for CC/iClone...


This might be a long shot, but have you tried various stereo rendering modes? https://docs.unity3d.com/Manual/SinglePassStereoRendering.html Perhaps Soupday's shaders don't support some rendering modes.

I have a small remark/request @Victor.Soupday . Is it possible to reduce certain generated folder and file names? Because I sometimes run into Filename too long issues with Git. For example this filename is too long:

Assets/LukasTheoryOfMind/Avatars/Kevin CC4E MouthAsMorph/textures/Kevin_CC4E_MouthAsMorph/Sideburns_Stubble/Sideburns_Stubble/Male_Brow_Base_Transparency_Pbr/Male_Brow_Base_Transparency_Pbr_MetallicAlpha.png.meta

I know I can partly reduce the file name on my end (Kevin CC4E MouthAsMorph), but perhaps you can also try to abbreviate certain generated files and folders. Or perhaps give some easy renaming functionality which doesn't break any re-importing functionality.

Thanks in advance and thanks in general for your great tool!
Motiv8tor
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Posted 2 Years Ago
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Is there a workflow stage I am missing with exporting skin texture from CC in a way that throws away hidden skin texture?
I'm trying to keep the face as high resolution texture as possible and not waste texture space on hidden body parts. Sometimes it works and other time it does not.
76% of original size (was 661x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/d93fb03a-d654-4d1f-9e05-39e9.jpg

76% of original size (was 661x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/a0be9513-70a1-49ba-bb07-fd20.jpg


 
dassoubarna
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Hi friends I am happy to share the trailer of my dream project with you.
And thank you @Victor.Soupday for providing such a big tool without which it was impossible to make my project successfull.


Motiv8tor
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So far my results have been amazing with your auto-importer!
One thing - is there a known issue with hair transparencies after Baking materials in URP?

It all looks great but after baking the hair is rendering in what looks like reverse order. The back of the hair occludes the front. Eyebrows render over bangs.

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