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Wilby
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 131,
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Hi! I am one of those who were not able to catch up and buy 3DXChange Pipeline before it became unavailable for sale. Since I cannot upgrade to iClone 8 and Character Creator 4 yet, I will probably have a difficult time importing / exporting 3D models as well as lose Unreal Live Link. So I was thinking of just using my Character Creator 3 Pipeline for game creation for the time being. I haven't actually gotten the chance to fully use these software that much yet and just starting to learn them. Anyhow, I have these questions that I hope someone can answer: - Would it still be possible to create custom motions / animations and also attach MOCAPs for any imported CC3 models in Unreal 5 & Blender even without using iClone 7?
- Are the Bones of imported CC3 Models in Unreal 5 & Blender already automatically properly rigged? If not, what add-ons/software besides iClone can you recommend that I use to make it work in Unreal 5 & Blender?
- Lastly, since I will also lose lip-syncing animation of iClone 7, are there other software alternatives I can use to have that for imported CC3 models in Unreal 5 & Blender?
Thanks in advance for any info you may provide!
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Weeks Ago
Posts: 1.2K,
Visits: 1.9K
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If you have the Character Creator 3 pipeline, you should already be exporting your iClone animations. Unreal Live link is not required, you can use the auto setup plugin to transfer your characters and animations to UE. In other words, you can easily use your animations and characters that you will prepare using CC3 characters in UE.
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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AutoDidact
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AutoDidact
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 2.1K,
Visits: 13.6K
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Wilby (10/6/2022) Hi! I am one of those who were not able to catch up and buy 3DXChange Pipeline before it became unavailable for sale. Since I cannot upgrade to iClone 8 and Character Creator 4 yet, I will probably have a difficult time importing / exporting 3D models as well as lose Unreal Live Link. So I was thinking of just using my Character Creator 3 Pipeline for game creation for the time being. I haven't actually gotten the chance to fully use these software that much yet and just starting to learn them. Anyhow, I have these questions that I hope someone can answer: - Would it still be possible to create custom motions / animations and also attach MOCAPs for any imported CC3 models in Unreal 5 & Blender even without using iClone 7?
- Are the Bones of imported CC3 Models in Unreal 5 & Blender already automatically properly rigged? If not, what add-ons/software besides iClone can you recommend that I use to make it work in Unreal 5 & Blender?
- Lastly, since I will also lose lip-syncing animation of iClone 7, are there other software alternatives I can use to have that for imported CC3 models in Unreal 5 & Blender?
Thanks in advance for any info you may provide!
As for Blender ,if you have CC3 pipeline you can use the free Blender pipeline tool to send animated Characters directly to blender. ARP has multiple motion retargeting profiles built in including one for the CC3 figure skeletons as well as the Perception neuron and Rokkoko Mocap suits.
This means that any Blender user (with at least IC7&CC3 pipeline) can rig any Character in Blender in minutes with ARP and still have access to their entire library of existing imotions or any new ones you create in IC7 without any need for the vestigial 3D exchange. ARP is also far..FAR superior to Accurig as it has a face rigging&multi-limb options for non biped quadrapeds & creatures and will give you access to any character eco system including Daz Genesis without waiting for Reallusion to catch up with the latest version from Daz ARP also has rock solid Game rig export presets for UE5 &Unity and is used heavily by Game developers in the Blender community.
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Wilby
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 131,
Visits: 479
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yepkoo (10/6/2022) If you have the Character Creator 3 pipeline, you should already be exporting your iClone animations. Unreal Live link is not required, you can use the auto setup plugin to transfer your characters and animations to UE. In other words, you can easily use your animations and characters that you will prepare using CC3 characters in UE.First time I tested the Auto Setup Plugin for UE ver.1.25 for a CC3 model. It generated just one error about a texture name clash for 'Std_Tearline_R_Opacity', but it worked! I was also able to play an included Mixamo-RLMotion animation in the UE Sequencer. It looks like it will also work when the model is converted to a Player pawn/avatar in UE5. Will have to check how to do that later on and also try to make some short motions manually + do some lip-sync in iClone to import in UE5. I guess those are the only important features I will require from iClone + CC3 and if there is no need for 3DXchange to do these, then that would be great! Thank you! :-)
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Wilby
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 131,
Visits: 479
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AutoDidact (10/6/2022)
As for Blender ,if you have CC3 pipeline you can use the free Blender pipeline tool to send animated Characters directly to blender. https://youtu.be/Kyhw4VsfYIg I have tried Mr. Victor.Soupday's CC3/iClone Tool and was able to successfully import a CC3 Character in Blender. I then tried using Rigify to re-rig the model but I'm not sure why it seems some parts seem to have no IK. I might be missing some steps.
AutoDidact (10/6/2022)However I personally strongly recommend making the $40 USD investment in Auto Rig Pro for Blender. https://blendermarket.com/products/auto-rig-pro ARP has multiple motion retargeting profiles built in including one for the CC3 figure skeletons as well as the Perception neuron and Rokkoko Mocap suits. This means that any Blender user (with at least IC7&CC3 pipeline) can rig any Character in Blender in minutes with ARP and still have access to their entire library of existing imotions or any new ones you create in IC7 without any need for the vestigial 3D exchange. ARP is also far..FAR superior to Accurig as it has a face rigging&multi-limb options for non biped quadrapeds & creatures and will give you access to any character eco system including Daz Genesis without waiting for Reallusion to catch up with the latest version from Daz. ARP also has rock solid Game rig export presets for UE5 &Unity and is used heavily by Game developers in the Blender community. That sounds like an excellent add-on in Blender. Is that better than the free built-in Rigify? Haven't actually used it much yet... If I utilize Auto-Rig Pro, do I still need it's Quick Rig add-on for use on CC3 Characters? I will probably still need to do some non-humanoid Character models in Blender so having an efficient rigging tool that can help successfully and quickly export to UE5 would be a great idea. I haven't tried using Daz yet but it looks interesting. I tried installing their software before but I was prompted for an unregistered certificate or something so I didn't push through with it.
You have so many helpful videos in your Youtube Channel so I just subscribed. Thanks for the tips! :-)
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AutoDidact
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AutoDidact
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 2.1K,
Visits: 13.6K
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Is that better than the free built-in Rigify? Rigify is actual pretty good if you plan to hand key most of your animations. However retargeting external motion to the rigify control rig is not as easy and there is no built in rigify retargeting tool so you have to use one the third party retargeters like the free Rokkoko or Expy kit addon ARP has built in retargeting templates for all of the major character systems. And I personally like the the viewport rig controllers alot better than the ones with rigify.
If I utilize Auto-Rig Pro, do I still need it's Quick Rig add-on for use on CC3 Characters?
No, once you have Autorig pro you will have all you need for professional rigs for animation and game rig export
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Wilby
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 131,
Visits: 479
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yepkoo (10/6/2022) If you have the Character Creator 3 pipeline, you should already be exporting your iClone animations.I just tried fiddling with CC3 & iClone. I can see that without 3DXChange, there would be limitation on being able to import and use MOCAPs from third-parties like Mixamo, other FBX motion libraries that I already have, etc. I will be restricted to using existing RLmotions and manual/by-hand animations inside iClone. If my partial workflow would be exporting CC3+ characters from Character Creator 3 and using the Auto Setup Plugin for importing that character into UE5, what would be the best approach to still be able to use non-Reallusion motions for that character in UE5?
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Wilby
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 131,
Visits: 479
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AutoDidact (10/6/2022)
Rigify is actual pretty good if you plan to hand key most of your animations. However retargeting external motion to the rigify control rig is not as easy and there is no built in rigify retargeting tool so you have to use one the third party retargeters like the free Rokkoko or Expy kit addon ARP has built in retargeting templates for all of the major character systems. And I personally like the the viewport rig controllers alot better than the ones with rigify.
hmm... I would probably need to get Auto-Rig Pro then. But before anything else, have you tried that approach and then exported those CC3 Characters with separate animations in Blender to an FBX file. Then directly imported them into UE5 to use as player avatar? Did it work ok? It seems there is no Auto Setup tool from Blender to UE5 directly.
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Weeks Ago
Posts: 1.2K,
Visits: 1.9K
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You cannot import Mixamo animations as you said. However, if you do some research on the internet, you can find mixamo animations in ready-made iC7 format. Also, I don't remember the subject, but there were 3,000 motion files shared here. The other way is to try AutoDidact's method. He is very experienced in blender. If you ask my opinion, as I mentioned in the previous topic, if your budget is suitable, it is to switch to CC4 + iC8. Even if you learn 3DXchange, this information will not be of any use to you in new versions. It takes 1-2 minutes to animate a character or prob in CC4. In iC8 it takes a few seconds to import ue, mixamo or any other animation. Also, creating an animation is 60-70% easier than iC7.
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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AutoDidact
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AutoDidact
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 2.1K,
Visits: 13.6K
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It seems there is no Auto Setup tool from Blender to UE5 directly.
I personally do not use game engines.. I render animated films in Blender. However with ARP, you have a direct Bender to UE5 tool that even renames the bones to match the UE mannequin as this guy shows near the end of his video.
Additionally there is a free game rig tool for Blender that prepare rigs for export to UE 5 as well.
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