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Are Reallusion products like CC/IC suitable for my needs

Posted By isaturk07 3 Years Ago
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Are Reallusion products like CC/IC suitable for my needs

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isaturk07
isaturk07
Posted 3 Years Ago
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So I am an Artificial Intelligence Scientist who is currently working on a startup that focuses on fashion. I have been looking at ways to view outfits on Unity for some time now and just stumbled upon Reallusion.

What I need to do is have a human character and a bunch of different types of clothing in unity and equip the character with pieces of clothing that my AI network outputs in-game. For example, my AI output gives me "a yellow skirt and a red t-shirt", I want my character in unity to wear those clothes.

To my limited understanding of the Character Creator 4 and the Unity Tools for that designed by "soupday", there are a few types of clothing that come with CC4 and I can add custom ones that I can design from programs like Marvelous designer. So that is perfect since we do not want to spend so much effort on 3d modeling of clothes. I also saw that it is easy to do clothing physics simulations which is also perfect. Lastly, I am completely sold on the general quality of the character creation and face mimic stuff.

I do have a question though. In most of the material I saw, characters are exported with the clothing integrated to the mesh of the character and attached to its rig. If I want to make the character change clothes in-game then I would have to export the nude character separately and every piece individually. So I am guessing I can actually export the clothes with the character and then in a 3d modeling software like blender delete the character and extra parts of the skeleton and export again so that the clothing will have proper weight painting. Then I can write a script in unity to combine the rigs of the clothing and the character since the names of the bones in the skeleton are the same it should be easy enough.

However, if I do that will the clothing physics simulation tool in the cc_unity_tools repository still work? Can I still have good-looking clothing physics simulations even though the character and the articles of clothing on it are separate files? Since colliders are built into the character I don't think that part would be the problem but I just have very little understanding of this tool I don't know what to make of it.

If I am able to achieve what I want to achieve with reallusion tools I will convince others in my startup to change our workflow to these programs. For any developers that may be reading this, just a phenomenal job you did. Thank you



michael.pickering
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I've been using the RL suite, especially CharacterCreator, with Unity through a few iterations now. In fact I'm just looking into the 'state of the art' with CC4/CC3+ and Unity integration as part of deciding whether to upgrade. To answer your specific question, I'll make two observations:
1) There was supposed to be some RL-supported pipeline process for Unity that should work similarly to the 'live link' with Unreal Engine, but this never materialized. At some point, it seems like RL gave up on their own first party Unity support and open sourced some scripts that they'd developed to (mostly) automate the export to FBX and import to Unity process. This was taken over by Victor Soupday (who hopefully is funded by RL for this, but I don't know for sure) and I will say that this was an improvement, and for CC3 seemed to work fairly well. I am concerned that the available Unity automation relies almost entirely on the work of one indie developer -- as obviously expert as he is!
2) The modular clothing requirement is something that I'd looked at before but is yet more complicated that the 'simple' integration of complete, clothed characters, and it was something that (when I looked) didn't yet seem a problem that was amenable to a compact and straightforward solution. There does seem to be some progress though, as discussed on this thread:
Change Character Cloths in Unity (reallusion.com)
Victor.Soupday
Victor.Soupday
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isaturk07 (11/12/2022)

However, if I do that will the clothing physics simulation tool in the cc_unity_tools repository still work? Can I still have good-looking clothing physics simulations even though the character and the articles of clothing on it are separate files? Since colliders are built into the character I don't think that part would be the problem but I just have very little understanding of this tool I don't know what to make of it.


Yes, it's possible, if you use the Blender pipeline add-on and plugin. There is a CC4 to Blender to Unity pathway. You can export a character to Blender, modify it in Blender then export it to Unity and the Unity Setup Tool will recognize it and set it up correctly, including the physics, e.g.



Then you can remap the resulting prefab at runtime. You will need to retarget the Cloth system colliders as well as the Skinned Mesh Renderer bones, but in theory it should work. You will need to make sure that the character being remapped to and the outfit are in exactly the same pose before retargeting. Easiest way to do that would be to send the base character through the CC4 > Blender > Unity pipeline as well, then they will be exactly aligned. (There are slight differences between the T-Pose CC4 sends direct to Unity and T-Pose it sends to Blender.)



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