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will2power71
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will2power71
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 389,
Visits: 2.8K
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I do not model in triangles specifically because quads make weight painting easier than triangles, but every mesh that I import is automatically triangulated in CC4. This and the automatic Tessellation make it difficult to accurately weight paint in CC3. Because it's triangulated, you can no longer select loops which makes weight painting way more difficult than necessary. I would like to suggest that when a model is being imported, that you leave it in quads, whereby you can use loop select to help make weighting easier. Once the weight painting is done, you can add a finalize step which then does the triangulation needed.
It would be better if Character Creator 4 had a finishing step that adds the triangulation --AFTER you've finished weight painting and tweaking everything. Modo had something similar back in the day called setup mode in which you could re-arrange joints and whatnot and then when you were finished you go back into whatever mode you were in previously. We need something like this in Character Creator 4. What I'm basically suggesting is changing the import procedure a little where the program asks you if this is a rigged/finished figure or whether or not you are setting it up so that you can more easily work with the mesh before finalizing it. Doing so would give creators back the loop select feature which is immensely helpful for rigging. Oftentimes I put in these loops in the things that I model so that I can more easily rig them but that all goes away when you bring it in.
It's really sad because I remember when Reallusion advertised that quad meshes were a part of Iclone/CC. You can tick it off in the tab, but it doesn't put the mesh back to quads when you select the option.
I have it in the feedback tracker if anyone else wants to support this: https://www.reallusion.com/FeedBackTracker/Issue/Stop-Automatically-triangulating-imported-meshes_1
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4u2ges
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4u2ges
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.3K,
Visits: 16.6K
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CC has stopped triangulating faces since v3. If you import quad mesh it would remain quad (you may verify that by enabling wire-frame mode). What unfortunate though, is, that they still "virtualize" tris from quads in Mesh Edit and Weight Paint modes for whatever reason. But mesh itself still remain quad. Loops selection is something desirable to have in CC, but that alone (if introduced) would not have me stay with CC editors anyway. I'd rather have a FULL Blender pipeline with instant update (something that RL is currently working on I believe) and do all the editing there.
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animagic
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animagic
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 15.8K,
Visits: 31.3K
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I have found that if you have an item with a series of meshes and you want to create a subprop out of one of these, you will get a prompt that the mesh will be triangulated.
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4u2ges
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4u2ges
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.3K,
Visits: 16.6K
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animagic (3/11/2023) I have found that if you have an item with a series of meshes and you want to create a subprop out of one of these, you will get a prompt that the mesh will be triangulated.Yeah, because editors virtualize tris, any mesh mods (like extract, delete hidden faces on export, LOD), would result in conversion... Yet another reason to sty away from mesh editor in CC.
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animagic
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animagic
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 15.8K,
Visits: 31.3K
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4u2ges (3/11/2023)
animagic (3/11/2023) I have found that if you have an item with a series of meshes and you want to create a subprop out of one of these, you will get a prompt that the mesh will be triangulated.Yeah, because editors virtualize tris, any mesh mods (like extract, delete hidden faces on export, LOD), would result in conversion... Yet another reason to sty away from mesh editor in CC. Yeah, but I'm not clever enough for Blender...:crying:
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will2power71
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will2power71
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 389,
Visits: 2.8K
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4u2ges (3/11/2023) CC has stopped triangulating faces since v3. If you import quad mesh it would remain quad (you may verify that by enabling wire-frame mode)That's not what I see. I created this video to show you the behavior I experience when importing meshes. When you go to "Edit Mesh" or "AccuRig" the mesh is clearly triangulated.
When it comes to weight painting or editing the mesh, this is an undesired behavior. You can't loop select, so if you're doing things like weighting fingers or toes which are really close together, it creates a lot of unnecessary difficulty. I don't mind it after you're doing with it, but doing it by default is undesirable.
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4u2ges
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4u2ges
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.3K,
Visits: 16.6K
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Yeah, but I'm not clever enough for Blender...:crying: Nah, I don't believe that for a minute :P and basic editing in Blender is not a rocket science either...
@will2power71 I only went by your statement when you said the mesh is converted to tris on Import. It's not. It was triangulating in CC v2 on import and stopped in CC v3. The mesh remains quad when you import it. And if you export from CC, it is still a quad mesh.
Behavior and mesh visualizing in Editors is a different story and we already discussed it above the cases when it might convert the mesh to tris the "hard" way. And I totally agree, those editors are outdated in a core (which I believe has never changed since it was first introduced) and need a complete overhaul. They just keep adding features but keep using the same core for the mesh display...
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