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Using CC3 solely for game creation and bypassing iClone 7

Posted By Wilby 3 Years Ago
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Using CC3 solely for game creation and bypassing iClone 7

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yepkoo
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You can take a look at the post shared by @argus1000 in the topic below.

I don't mean the 3000 mocap animation, which is the topic's own title. These animations are not allowed for commercial use.

However, the animations shared by @argus1000, although I couldn't find a definitive source, it was written that commercial use was allowed according to youtuber's explanation in the comments.

https://forum.reallusion.com/FindPost522437.aspx

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https://www.youtube.com/yepkoo
https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning


AutoDidact
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 May I ask where you got the rest of the 4400 iClone rlMotions? I'm guessing some may be from Carnegie Mellon University  (CMU) BVH converted to rlMotions (2500) from the same source?

I avoid those Carnegie mellon archives as they tend to be garbage not worth fixing
There was a thread here  in which someone posted a  link to about 2000 RL motions but it is likely been deleted by the forum mods.
How do you effectively manage and apply all those MOCAP files? Is there a good tool that works like the Mixamo website wherein you can view a listing of all animating MOCAP files in your library and demo the animation applied to a selected character model before actually using them in your animation software of choice?



I use the Old legacy FREE  FBX convert/viewer from Autodesk.
you still have to drag them into the pre-veiwer one at a time but its bit faster
than doing a full import into blender




RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
94% of original size (was 534x16) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


Wilby
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michaelrbarton (11/8/2022)
Here is a link to some free and starter animations for Unity and others. I hope this helps. MoCap 3D Character Animations | MoCap Online


Thanks! But I already have some MOCAPs there. I think they're also selling some in the Unity Asset Store:)
michaelrbarton
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Here is a link to some free and starter animations for Unity and others. I hope this helps.

MoCap 3D Character Animations | MoCap Online

Wilby
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AutoDidact (11/2/2022)Actually I have no need to import third party motion into iclone anymore. I have compiled a hoard of over 4400 Iclone Imotions and a separate archive of over 2400 Mixamo motions as FBX.

I think those Mixamo converted rlMotions (2457) also came from Freedom's Youtube Channel here? I got mine there in the past. May I ask where you got the rest of the 4400 iClone rlMotions? I'm guessing some may be from Carnegie Mellon University  (CMU) BVH converted to rlMotions (2500) from the same source?
  • Do you know of other sources for low-cost MOCAPs that you can share? 
  • How do you effectively manage and apply all those MOCAP files? Is there a good tool that works like the Mixamo website wherein you can view a listing of all animating MOCAP files in your library and demo the animation applied to a selected character model before actually using them in your animation software of choice?
I found most of the CMU MOCAPs broken though. :( But those from Mixamo have higher quality. :rolleyes: I managed to collect some from Unity Game Engine before and so I wanted to also be able to use them in my future animations. However, according to RL Support, Unity has no general character bone set that is why they did not develop a Profile for it's Skeleton. Bones will require manual retargeting for MOCAP files from Unity. Saving the profile in Character Creator 4 (CC4), will then make using future motions from that same source much easier. I tried testing this but I still cannot make it work using the trial version of CC4 though. I found a related tutorial on how to do this from Freedom (see video below). Sadly, it's still using the old 3DXchange Pipeline & iClone 7. I was expecting this process should now be easier and faster in CC4 and/or iClone 8:Whistling: I wish Reallusion will make a direct step-by-step tutorial on this covering MOCAP compatibilities and such.
AutoDidact
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Do you have and still use 3DXchange Pipeline in your iClone 7? I guess you will do this only for importing third-party motions into iClone 7 if you still need that?



Actually I have no need to import third party motion into iclone anymore.
I have compiled a hoard of over 4400 Iclone Imotions and a separate archive of over 2400 Mixamo motions  as FBX.
ARP can retarget any third party sources

The only  time I need 3DXchange is when someone from the Daz community want to pay for bespoke motion for the Daz figures to be used inside Daz studio,
like these.
I suggest maybe one of these days, if you can find the time, to create a Youtube video showing one of your basic project's creation. From it's initial stages to full project completion including all the tools you've used and the processes.


ActuallyI Do have a videos describing my ARP  work flow with random,non speaking characters from sketch fab.
And a  video showing my pipeline for speaking Daz genesis Characters
re-rigged with ARP.
   



RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
94% of original size (was 534x16) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


Wilby
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AutoDidact (11/1/2022)This addon does the same and it is free. Free Dynamic parent addon.

Wow, I didn't know about that, you are a godsend!!! :Wow: Will test out that FREE Dynamic Parent Blender Add-on. It looks like the very simple UI is similar to Grab-It. :)

AutoDidact (11/1/2022)And I personally, absolutely, would NOT pay for any external remesher/retopo software for Blender has Blender has several. Built-in options for remeshing and converting tris to quads. https://artisticrender.com/remeshing-in-blender/


That was what I was also thinking at first. There are already built-in remeshing tools within Blender, so why should I spend more for an add-on. Curiously, I tested some of the built-in ones vs. Exoside's Quad Remesher add-on. In just 1 to 2 steps in Quad Remesher, can produce an almost perfect remesh/retopo result. It's like the conversion was done by hand by an expert. I know I still lack the experience in remeshing/retopoloizing objects in Blender so that may also be the reason I am finding this amusing. Anyhow, here's a review of Grant Abbitt on the various popular Blender remeshing/retopology add-onshttps://www.youtube.com/watch?v=xWF49Zu-i-A



To anyone interested, I found out one of the reviewed tools, Retopoflow, w/c is priced at US$86 (Personal Commercial License), has a FREE Github version here. Repology is done manually by hand with this add-on so more time to spend is needed, but it's easier to do than just simply using the built-in tools in Blender. Still, using Quad Remesher is faster although results will of course lack control.

AutoDidact (11/1/2022)If you are  not  skilled at modeling in Blender, I think using your existing CC3 pipeline to harvest clothing  meshes would be the easiest for you.  Keep in mind that your final destination is UE5So choose your Blender native options carefully based on how they will eventually have to translate over to UE (presumably via the iclone Live link?).


My modeling & sculpting skill levels in
Blender is still lacking alright hence I still have to depend on Character Creator and/or external add-ons especially for creating humanoids. I find it easier to fit clothes and weight paint them inside CC3. Yes, my final target is UE5 and I am trying to set up everything to converge therein. Blender will be the main tool for modeling and intial animation creation. Character Creator for humanoids character design. "iClone Live Link" I don't have since I do not own 3DXchange Pipeline nor iClone 8. Thus, I don't see "Reallusion Live Link" an integral part in my pipeline. It is nice to have and can be the key to make the workflow faster, but I think is not required in my situation. I have to make some more tests to see how this will go for me with regards to "interfacing" with UE5. My salvation might be using the FREE Epic Games Send To Unreal Add-on available here in Github (Blender to Unreal)You will need to log-in in Github linked to your Epic Games account to access this tool and get more info. I've only linked the download to the recent stable version 2.1.5.

AutoDidact (11/1/2022)My final destination is Blender.(EEVEE and Cycles). However I do still use my iclone 7 to quickly cobble together many base layer root motion clips and export, via CC3 pipeline, to retarget to my ARP rigs as ARP has a built in profile for the CC3 motion. Data imported as FBX. I no longer use Iclone ,or CC3, for anything other than this. All of my “Star” front camera ,speaking characters are high quality Daz Genesis 8 models re-rigged with ARP while retaining their Shape key, Audio based facial & lip sync ability, via the free  Diffeomorphic Daz to Blender Addon. Any non Daz figure I may grab from sketchfab, Poser etc. can be rigged with ARP in minutes and still use the same Iclone/CC3 motion data as my Daz genesis figures as well Motion data from my Mixamo or perception neuron& rokoko mocap suit data etc. And ARP has a rock solid rig prep and export tool for Unity & UE5. Thus I do not need Accurig stand alone or Accurig advanced (in IC8.1) or any of the Actor core motions.


Do you have and still use
3DXchange Pipeline in your iClone 7? I guess you will do this only for importing third-party motions into iClone 7 if you still need that?

AutoDidact (11/1/2022)At this point ,Blender with ARP($40) and the animation layers add-on($29) is a complete universal Character animation system on par with the mighty Autodesk Maya & Motionbuilder. All for less than $100 USD.


Thanks for sharing your workflow and thoughts.
They're very helpful for me! :)  I suggest maybe one of these days, if you can find the time, to create a Youtube video showing one of your basic project's creation. From it's initial stages to full project completion including all the tools you've used and the processes. That would be a magnificent addition to your channel I think. :D
AutoDidact
AutoDidact
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For example, I just found out about 'Grab-It' add-on priced at US$25.


This addon does the same and it is free 

Free Dynamic parent addon



And I personally, absolutely, would NOT pay for any external remesher/retopo software for Blender has Blender has several
 Built-in options for remeshing and converting tris to quads.
“Maybe it would be easier if I can just import the clothes into Character Creator 3 and do that process there.”
If you are  not  skilled at modeling in Blender, I think using your existing CC3 pipeline to harvest clothing  meshes would be the easiest for you .
Keep in mind that your final destination is UE5 .
So choose your Blender native options carefully based on how they
will eventually have to translate over to UE (presumably via the iclone Live link?) 


My final destination is Blender.(EEVEE and Cycles)
However I do still use my iclone 7 to quickly cobble together many base layer root motion clips
and export ,via CC3 pipeline ,to retarget to my ARP rigs as ARP has a built in profile for the CC3 motion
Data imported as FBX.

I no longer use Iclone ,or CC3, for anything other than this.
 All of my “Star” front camera ,speaking characters are high quality Daz Genesis 8 models re-rigged with ARP
while retaining their Shape key, Audio based facial & lip sync ability, via the free  Diffeomorphic Daz to Blender Addon.

Any non Daz figure  I may grab from sketchfab,Poser etc can be rigged with ARP in minutes and still use the same  Iclone/CC3 motion data as my Daz genesis figures.
as well Motion data from my Mixamo or perception neuron& rokoko mocap suit data etc .
And ARP has a rock solid rig prep and export tool for Unity & UE5 

Thus I do not need Accurig stand alone or Accurig advanced (in IC8.1)
or any of the Actor core motions.
At this point ,Blender with ARP($40) and the animation layers add-on($29) is a complete universal Character animation system
on par with the mighty Autodesk Maya & Motionbuilder
All for less than $100 USD.




RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
94% of original size (was 534x16) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


Wilby
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AutoDidact (10/31/2022)Due to my machine specs I have avoided using cloth simulation on characters ,except as tests. Thankfully I am skilled at modeling my own  as well as having access to every clothing item in the Daz genesis Eco system. And with Auto Rig Pro, I can grab an outfit from sketchfab or nearly anywhere, and after using the Blender sculpting tools to shape it to my characters pose,& Bind it with ARP. I did this for this short Blender animation with the newly released Daz Genesis 9 so clothing is not really a problem for me.


That's awesome work! :w00t: You're right, it's faster to get outfits from other sources and just fitting it directly to a character model. Unless it's a customized clothing, looks like I have no choice but to try out that approach using ARP. I then have to look for sources of nice clothing that are reasonably priced. hmm... The Epic Preset Clothing Pack looks interesting and no need to use their Simply Cloth Pro. :D  I guess if I go with this, I still have to adjust the weight mapping for the clothes and hiding/unhiding some body parts that protrude. Maybe it would be easier if I can just import the clothes into Character Creator 3 and do that process there. :unsure:

I'm finding out there are a lot of cool and useful add-ons in Blender to process things quicker and probably make it sort of work like iClone. But of course there are additional cost involved to do that. For example, I just found out about 'Grab-It' add-on priced at US$25. I think this feature is already built-in inside iClone. Another important add-on to acquire is Quad Remesher priced at US$60 - 110 depending on the license type. I think it's close counterpart feature in Character Creator is InstaLOD? But that's for characters and accessories use only. Thus, one has to really consider what required features are they still missing and the additional cost implications they will have if they want to achieve a comfortable workflow in using Blender vs. if they are using iClone. One will only know the differences as they learn how to fully use both programs over time. 

https://www.youtube.com/watch?v=mmugJhZoaE4


AutoDidact
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Due to my machine specs I have avoided using cloth simulation on characters ,except as tests.

Thankfully I am skilled at modeling my own  as well as having access to every clothing item in the Daz genesis Eco system.
And with Auto Rig Pro, I can grab an outfit from sketchfab or nearly anywhere, and after using the Blender sculpting tools
to shape it to my characters pose,& Bind it with ARP.

I did this for this short Blender animation with the newly released Daz Genesis 9
so clothing is not really a problem for me.




RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
94% of original size (was 534x16) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY



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