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A Simple Import Problem

Posted By R Ham 2 Years Ago
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Kelleytoons
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Posted 2 Years Ago
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Actually, Mr. G, I DID have the Morphs box checked (and made sure they were included) in my FBX export.  So that, at least, worked anyway.

But - as you say - importing those as actual visemes and/or other morphs into CC is a mess.  In theory you could import all of it to Blender as blendshapes (which does work) and then in Blender export each one as an OBJ to full value (you can do this in Daz as well, baking the individual morphs, but it's a lot longer process).  Then in CC you could edit the necessary facial morph shapes by choosing each one of the exported OBJs but... sigh, it makes me tired even writing this, let along doing it.

I'm not sure why Genesis 9 isn't supported by CC4 (it really should be) but your best bet is to stick to 8 and below (my hunch is that RL will never get around to allowing Gen 9 import - that ship has sailed what with Accurig and the second iteration of the face thingee (whose name escapes this old man at the moment).  Ideally they really ought to just combine them (allow you to import ANY avatar and also then attach a facial CC3+ head made with the face thingee - all they would need do to accomplish this is do some sort of neck blending with the mesh).



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Mike "ex-genius" Kelley
4u2ges
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I'd like to bring the morphs in along with the file.

Which morphs?
General body/head mesh morphs are not applicable in CC through the import.
And DAZ blend-shapes (all for separate face parts half of which do not work) are quite messy to import to Face Editor in CC4.

As I said in the other thread you need to set morphs to Bake in Export Rules or simply uncheck "Include Morphs" and you'd have a shape from DAZ viewport exported as is.
Yes, RL does not have G9 face profile just yet, but DAZ face is all bones. It is not that overly difficult to bind Standard face profile Morphs/Vizemes in CC4 with Proportion tool.




R Ham
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Kelleytoons (2/22/2024)
Oh, but be aware you will NOT get any visemes this way - AFAIK dragging and dropping an FBX into CC4 won't do this magic for you (I'm not even sure how to do that process - I think you have to rig the morphs separately yourself like using Blender or some such.  This, BTW, is the reason I don't care at all for Gen 9 figures).


I'd like to bring the morphs in along with the file. I don't see why not, but maybe I'm wrong.



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Kelleytoons
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Oh, but be aware you will NOT get any visemes this way - AFAIK dragging and dropping an FBX into CC4 won't do this magic for you (I'm not even sure how to do that process - I think you have to rig the morphs separately yourself like using Blender or some such.  This, BTW, is the reason I don't care at all for Gen 9 figures).



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Mike "ex-genius" Kelley
Kelleytoons
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It came in just fine for me:

https://forum.reallusion.com/uploads/images/eee20dd8-b5ac-49f2-812b-fb80.png

I'm not sure what you did wrong - when I dropped and dragged the Daz FBX file in it asked me if I wanted to auto-characterize it.  Because I wasn't sure where it went wrong for you I answered no, and then in the rig I chose the Gen 9 one and it rigged it just fine.  My export from Daz are the normal ones I always use for ALL my Gen characters (so nothing special there) and I don't even know what to tell you (be sure you have "Morphs" checkmarked).



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R Ham
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In Stage One, the character is shown in Daz. It's a new G9 Character. It will be exported as an FBX. The head and body are morphs.
In Stage Two, the character is shown imported into RL. The results are the same both in iClone and CC4, either as a Prop or a Humanoid. All the morphs are gone, including visemes.

I've read and tried everything I can find. The results are the same.

I don't know what to do next.
https://forum.reallusion.com/uploads/images/17db9b54-622a-44c6-b880-0491.jpghttps://forum.reallusion.com/uploads/images/2b7a9406-88a6-487b-b9a3-7de8.jpg


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