|
kelbyvp
|
kelbyvp
Posted 3 Years Ago
|
|
Group: Forum Members
Last Active: 3 Years Ago
Posts: 50,
Visits: 539
|
I am either doing this wrong or something is very troubling.
First: My game has HUNDREDS of meshes that I created in CC3 and then imported into my Unreal game. So anything that requires me to do a "for each character..." thing is not workable. I hope that's not required.
Second, the instructions for upgrading Auto-Setup tell me to "Delete very CC Characters which has "CC_Auto_Setup_Material_Instances" folder created by Character Creator & iClone Auto Setup." I don't see any such folder. (I never imported meshes from iClone, just from CC3.) But I can't rule out the possibility that maybe there was such a folder at one point but then I reorganized materials into other folders and deleted the one named CC_Auto_Setup_Material_Instances. How can I tell whether I'm supposed to delete a character if perhaps that folder no longer exists?
Third, with respect to deleting characters: HELL NO. Like I say, I have HUNDREDS of meshes. These meshes are referenced in numerous data tables, data assets, and other places because I have a modular character system that allows me to change a character's armor, etc., so there are many references. Deleting these meshes, re-importing them, and then trying to re-trace where each mesh was referenced so I can replace it with a new reference is not workable. Please, we need an upgrade path that does not require us to re-do a huge amount of work.
Fourth, the instructions say to "Delete the "CC_Shaders" folder under Project > Content." But when I try to do that, Unreal points out that I'm about to delete assets that are referenced in various materials instances. (Lots of them.) Am I supposed to delete all these material instances? Or maybe replace the references to the shaders with null ptrs? If I do that, am I going to have to come back later and replace all those references with the new shaders? Again, this is a large volume of assets and references, and deleting/re-creating all those references is really not a practical solution.
Can someone please provide a WORKABLE way to upgrade Auto-Setup in a significant project that has hundreds of existing meshes and references to those meshes? Deleting everything and then re-doing it all is not realistic.
|
|
TonyDPrime
|
TonyDPrime
Posted 3 Years Ago
|
|
Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
|
There probably is a workaround, but this is just a quick cursory look at what you are experiencing. It falls within the real of "best practices" and I have seen this before, where you are better off not updating parts of the paradigm while in production mid-project. It throws folder naming conventions off making things not usable....Better to start fresh on a new project with the updated parts. I see this as an Unreal limitation, similar to an Apple limitation. When you update iOS and apps midway through a project, it can screw things up unfortunately.
|
|
kelbyvp
|
kelbyvp
Posted 3 Years Ago
|
|
Group: Forum Members
Last Active: 3 Years Ago
Posts: 50,
Visits: 539
|
Thanks, Tony. Perhaps the best approach would be for me to import new characters into a new project, and then migrate the character from that project to my game?
I totally get not upgrading software mid-stream, but as a solo dev making a pretty big game that has already taken several years, I run into problems if I don't keep the software reasonably current.
|
|
RLord321
|
RLord321
Posted 3 Years Ago
|
|
Group: Forum Members
Last Active: 10 Months Ago
Posts: 11,
Visits: 97
|
That's what I was going to do as I am in the same situation - Create an empty project, add the plug-in and then migrate the characters after I import them (I'm assuming the only negative is that you'll have two sets of shaders). I actually had to do that anyway unless Reallusion fixed the Plugin so that it works with projects with BluePrint and C++ code. It didn't work with C++ projects years ago..
|