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glenn_235118
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glenn_235118
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 11,
Visits: 110
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Hi I am using Unity 2022.3.10f1 and URP and your tools version 1.5.2 The Shaders are working fine on all platforms I have tested except WebGL. Any suggestions on what to check or change?
Thanks
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michael.pickering
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michael.pickering
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 46,
Visits: 229
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Greetings and Happy New Year!!
I've recently updated to the latest Unity (2022) LTS release, and migrated my HDRP project that includes a few CC characters, all with the Auto Setup already applied. The installed Auto Setup version is 1.3.8. So, of course, now I have some issues with character setup, including even a couple of RL shaders that no longer compile.
I'm making an initial pass to manually fix issues as best I can, using standard or working shaders. As part of this work, I'm seeing that there are some old shaders installed in my project, including even what appear to be some duplicated RL shaders, so eventually I should figure out how to clean these up, uninstall the old AutoSetup tool, then install the latest version. I don't plan to update the characters to the latest CC version at this time, but I'm not sure how well re-running the latest AutoSetup tool will work on older character exports. At the same time, I'm looking for any advice and leading practices in completing the update and migration of the previously exported CC characters to Unity 2022.LTS.
TIA!
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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: 5 days ago
Posts: 569,
Visits: 9.0K
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1711873140 (12/18/2023) I created a female character in Character Creator and I need to import her into Unity. But my character comes with earrings, and I want them to be bound with bones and imported into Unity. So, I added bones to my character in Blender, but the bones I added cannot be displayed in Character Creator. How can I implement this? Thank you for your help! You can only add extra bones to a standard character (CC3/CC3+) as accessories. You could try converting the earrings to accessories, parent them to the head bone (CC_Base_Head). Then exporting to blender you should be able to add any bones you need to the accessory root bones, which should now be child bones of the head bone. To import them back into CC4 as accessories they must not have any vertex groups from the Body, otherwise CC4 will think it's cloth.
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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: 5 days ago
Posts: 569,
Visits: 9.0K
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ozanyilmazdev (12/18/2023) After changing the color of the character's hair from diffuse color, I exported it to the Unity program along with the LODs, but the character's hair color comes with its original color in the LODs, it does not come as I changed the color. Can you help me how to solve this?Instalod does not use the diffuse color property in the materials. A way around this is to change the colour of the textures directly using the right-click modify on the diffuse texture (hue/saturation/brightness contrast). Then it will get baked into the Instalod model.
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ozanyilmazdev
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ozanyilmazdev
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 2,
Visits: 17
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The materials of the remeshed lods come combined, not separately, so I cannot make any changes on them. I think I need to make a change on CC4, but I couldn't find where exactly. Because when exporting from there, it imports the character according to its texture, not its diffuse color, I couldn't quite understand. I would be very happy if anyone who has the same problem could help me.
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sirsquish
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sirsquish
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 29,
Visits: 570
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ozanyilmazdev (12/18/2023) After changing the color of the character's hair from diffuse color, I exported it to the Unity program along with the LODs, but the character's hair color comes with its original color in the LODs, it does not come as I changed the color. Can you help me how to solve this?Open the LOD meshes gameobjects in unity and either make sure they are using the same material as your base, or, find what material property changes the color in the base material and replicate it the LOD materials.
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ozanyilmazdev
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ozanyilmazdev
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 2,
Visits: 17
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After changing the color of the character's hair from diffuse color, I exported it to the Unity program along with the LODs, but the character's hair color comes with its original color in the LODs, it does not come as I changed the color. Can you help me how to solve this?
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1711873140
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1711873140
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 7,
Visits: 52
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I created a female character in Character Creator and I need to import her into Unity. But my character comes with earrings, and I want them to be bound with bones and imported into Unity. So, I added bones to my character in Blender, but the bones I added cannot be displayed in Character Creator. How can I implement this? Thank you for your help!
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microblastgames
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microblastgames
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 35,
Visits: 238
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Thanks Victor! The problem was the Wrinkle Manager. I disabled it in the unity inspector and the bug has ended. (was happening on Unity Built-in Renderer)
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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: 5 days ago
Posts: 569,
Visits: 9.0K
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Check the FBX Importer settings for the character, that is has Legacy Blend Shape Normals ticked in the Model settings. Because if that's not the problem then the only other thing that could affect the face normals is the wrinkle map system. Are wrinkle maps enabled on the character? Does it still do it if the character is built with the wrinkle maps turned off? Edit: Something I just noticed, your character's blend shapes are in a strange order: typically the blend shapes should list like this:  But yours look almost randomized, has the character been through any additional processing like GameBase or instalod? You could try replacing the facial profile for the character in CC4, under the Content: Actor / Facial Profile.
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