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Fully Rigged CC Character Bases Download for FREE now!

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Sifr
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AutoDidact (3/30/2024)
[quote]If you use these free bases there appears to be no option for you to actually “own” the IP of any model derived from the meshes themselves.
I think that was the deliberate point in the Content EULA.  So we're at square one with the "free" base content, but not free to do as you will with the output unless it's an image, video, embedded game asset(with limitations), & 3D printing.  I can understand not allowing the unmodified base content to be resold, but any significant modifications should be considered a new, novel, non-obvious creation.

indeed there are many 3D Character eco systems in the market now and I have observed that the content creators of those eco systems simply will not even consider any “free” base meshes that are not fully free for any commercial use and distribution.


Yes, & I'm one of them, I can't remember the last time I even posted in this forum, due to a lack of response from RL on matters critical to my pipeline.  Most professional 3D programs such as Zbrush come with bases to get started & the output is the property of the user, but the learning curve is steep.  CC4 has its uses such as rigging, skin weights, & decimation/LOD to get models real-time game optimized, I rarely even use the RL embedded content anymore, choosing to use assets that are owned by me, to import & modify instead, & all my content purchases from RL have been EXPORT license, but for .VRM what's the point?

I totally skipped the iC8 upgrade this time around, because there is no use case for me to justify upgrading from iC7.  It's the growing, uncharted, dynamically interactive & interoperable web3 avatar creator economy that interests me, not the already saturated, static web2 3D film & game economy.  RL really should consider a license for new formats like .VRM, the format is portable & the assets are packed & embedded with a customizable license.  This is the hottest tech advancement in the web3 open metaverse.  Bored Ape Yacht Club(a blue-chip NFT project) just had all their PFP .jpg image collection holders airdropped a 3D avatar, among plenty other projects that have taken the leap from 2D to 3D avatars.  If you look at vipe.io, niftyisland.com or monaverse.com, some of the most popular decentralized web3 applications, they all support and/or allow the creation of .VRM avatars, this is the future of digital ID in the metaverse.  avatar.viverse.com even supports this format & they are a huge XR corporate entity.

RL if you are reading this:  ".VRM export with creator IP rights, please."  If you need web3 onboarding consultancy just let me know, I'd be happy to help.


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Reallusion iClone & CC Pipeline --- Plugins: Iray HeadShot SkinGen.  CrazyTalk Animator Pipeline, CrazyTalk, Maya LT, Daz, Substance Painter Indie, Substance Designer Indie, B2M Pro+ Substance Live, Sculptris, Wrap, Unity, UE4, Perception Neuron Ready:):D:P;):cool::hehe::smooooth::crazy::satisfied::Wow::pinch::exclamation::alien::discuss::kiss::arrow::(:angry::sick::exclamation::blush::Whistling::w00t::w00t::w00t:
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AutoDidact
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So, my question is, how do I obtain the RL license for IP ownership of my output?  I saw this IP ownership change reflected in an updated EULA, but there is no further information on obtaining such a license.
If you use these free bases there appears to be no option for you to actually “own” the IP of any model derived from the meshes themselves.
The character/avatar landscape is rapidly changing & I've outgrown RL's limited EULA when it comes to commercial usage,
indeed there are many 3D Character eco systems in the market now and I have observed that the content creators of those eco systems simply will not even consider any “free” base meshes that are not fully free for any commercial use and distribution.



RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
https://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


Sifr
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AutoDidact (3/20/2024)

From a commercial standpoint it seems this is a good way to attract more artists to create custom Characters for the Reallusion  marketplace.


But Not so much for anyone wishing to sell individual game asset or animation ready character rigs in other markets such as Renderhub, Blender market or the UE5 & unity market in their native formats.

This frankly, is a bit of a shame because I am a vendor over at Renderhub selling Custom motion Data for Genesis 8-9 in native Daz (.duf)format and they sell quite well.
the vestigial Poser software  only still exists today because of Daz native
content subsidizing their marketplace  at Renderosity/
My point is that skilled professional Character Artists would prefer to be able to sell in multiple markets and IMHO many will likely ignore your new FREE bases
when they realize the initial costs for (IC8/CC3) as dev platforms 
compared to making game/film characters for sale from scratch or with open source bases and testing them for free in Blender or the free game engines,UE5,Unity& Godot.




I was inquiring about the same a while ago, but never got an answer, so I found a vendor that allows the output to be fully owned by the user, creating an avatar with AI from just a selfie, similar to what Headshot does but with a more liberal license.  It has blendshapes, clean topology, & embedded clothing/accessories assets export options in OBJ, FBX, GLTF.
You'll have to be incorporated to use the software, & the clothes accessories can not be sold without the accompanying avatar, which is their only requirement.

AI such as Lumalabs Genie outputs entire 3D models, including humanoids, with just a text prompt, which can have accessories attached in CC4, & rigged in AccuRIG, leaving only the blendshapes to be desired, with some modeling work in Zbrush, I'm sure this can be taken care of.  They are not the most UV optimized but for "FREE" you can't beat that, & again the output is user-owned.

So, my question is, how do I obtain the RL license for IP ownership of my output?  I saw this IP ownership change reflected in an updated EULA, but there is no further information on obtaining such a license.

My target users are in the blockchain/web3/NFT space, where RL doesn't even have a presence at the moment, & the format is .VRM avatar format,
which is an open standard for self-contained virtual reality avatars, which RL doesn't support the export of natively, so we're not competing in any marketplace.

VRM exports through a Unity SDK that embeds accessories & licenses customized for each avatar usage rights, packed into a single file, & supported by several hundred apps, games, & metaverse worlds.  I'm sure RL can reach a happy medium with this customizable license structure to allow sales of .VRM embedded avatar outside of their marketplace for gamer use cases, & not content-creating use cases.

The character/avatar landscape is rapidly changing & I've outgrown RL's limited EULA when it comes to commercial usage, being a user since iClone 2.0, & giving many suggestions on improving their software over the decades, coming from traditional comp-sci education in computer animation, every one of my suggestions is now incorporated into RL products, helping amateurs achieve professional results without the $60k student loan debt I incurred, just to be called a pro, lol.  Hopefully, RL will get with the signs of the times & adjust their EULA to reflect such times or be left behind.

There are CC0 sublicenses that allow for redistribution sales of assets built off base assets.
Maybe this time it won't be ignored, because users are beginning to wise up when it comes to ownership of our output work.

----------------------------------------------------------------------------------------------
Reallusion iClone & CC Pipeline --- Plugins: Iray HeadShot SkinGen.  CrazyTalk Animator Pipeline, CrazyTalk, Maya LT, Daz, Substance Painter Indie, Substance Designer Indie, B2M Pro+ Substance Live, Sculptris, Wrap, Unity, UE4, Perception Neuron Ready:):D:P;):cool::hehe::smooooth::crazy::satisfied::Wow::pinch::exclamation::alien::discuss::kiss::arrow::(:angry::sick::exclamation::blush::Whistling::w00t::w00t::w00t:
SurfaceBook 2 Windows 11 Pro 64-bit Intel(R) Core(TM) i7-8650U CPU @ 1.90GHz -2.11 GHz 512GB Solid State Hard Drive 8GB RAM Nvidia GeForce 1050GTX
Dell  Alienware m18X R2 18.5" Custom Convertible Tablet Windows 8.1 Pro 64-bit Intel Core I7-3840QM 2.80GHz Quad Core 8 Thread 3.2GHz Turbo 512GB Solid State Hard Drive+1TB X2 RAID Disk Drive 32GB RAM Nvidia Geforce GTX 680m 2GB X2 SLI Custom Multi-touch. Dagi capacitive touch stylus
Microsoft Surface Pro 2 10.1" Tablet Windows 10 64-bit Intel Core I5-4200U 1.60GHz 2.3GHz Turbo 128GB Solid State Hard Drive 4GB RAM HD 4000 Graphics Multi-touch Wacom Digitizer screen Surface Pen+Axiotron Studio Pen
Asus Vivo Tab 8" Tablet Windows 10 32-bit Intel Atom Z-3740 1.33GHz Quad Core 32GB Solid State Hard Drive 2GB RAM HD 4000 Graphics Multi-touch Wacom Digitizer Wacom stylus.

K_Digital
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I wasnt aware that this requires CC4,4.

Though i have my thoughts that there may be compatibility issues when for example using an fbx from CC4,4 with blender.
Because of the new fbx format seems to be different, how would blender know its different to an FBX from CC4,3 or earlier ?

Peter (RL)
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K_Digital (3/24/2024)

Can someone explain the exact steps i need to take in order to import them and get their mouth moving ?
This is how i imported them (Import fbx->Humanoid (non standard, CC Avatar doesnt work, no valid fbx key)
Cant be too hard can it, or are they are not supposed to open their mouth ?


I'm not really sure why you want to import the bases in CC4 as the bases are already included in CC4.

However, you should have no problem importing them (I just tested and there were no issues using File > Import FBX). They will import as Humanoid but the character bases are Standard Characters so can be imported as such. The included FBXKey will work for this process.

Please Note: There was a character base issue with the initial release so do make sure you have downloaded the bases again if you are having problems.

Do also check out the Getting Started tutorial below which should answer any questions you may have.

https://www.youtube.com/watch?v=6KGoWN3AV6s

                                                                

Peter
Forum Administrator

www.reallusion.com


K_Digital
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Full-facial and body Rigs for Posing and Motion Control

Distinguishing itself from other bases on the market, CC character bases feature exceptionally balanced topology, making them not only ideal for animation but also for morph design and sub-divisional sculpting. Additionally, they come pre-loaded with 150 facial morphs meticulously crafted for expressive and accurate lip-sync animation.


Those chars dont move their mouth when using a voice example animation in CC4. ( body animation do work though )

Can someone explain the exact steps i need to take in order to import them and get their mouth moving ?
This is how i imported them (Import fbx->Humanoid (non standard, CC Avatar doesnt work, no valid fbx key)
Cant be too hard can it, or are they are not supposed to open their mouth ?
AutoDidact
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There is no value if you already own CC3/CC4 as those character bases (except cartoon bases in CC3) shipped with it.
So it's like a demo for potential RL customers.So it's like a demo for potential RL customers.



Indeed its seems more of an effort to give potential new users access to the bases
and make a free assessment of Reallusion ,as 3D Character eco system, without having to buy CC4 first or be under the time limit of a 30 demo of the software.

people can already do this with Daz genesis figures and unlimited use of the Daz software that has multiple export plugins to the major 3DCC’s and game engine as well.

My experience as Blender,C4D & Maya user would indicate that those user bases
might use prefabs from other eco systems for their personal work
(if they are easily rerigged for their software.)
however for any commercial usage such as game or content market selling they avoid such prefabs in favor of self made/owned or completely open source prefabs. 



RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
https://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


4u2ges
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Hi Robert,
Yes, all those characters are CC3+ bases introduced in CC3 (except cartoons, which came later in CC4).
Cheers

BTW, Female character still has problems with shaders in Blender.





rosuckmedia
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Hello Gurgen,
Thanks for the clarification.
Now it occurs to me that we already had similar character bases,
I don't remember if this was in Character Creator 2 or 3.
Greetings Robert
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There is no value if you already own CC3/CC4 as those character bases (except cartoon bases in CC3) shipped with it.
So it's like a demo for potential RL customers.





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