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Message
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andrew_828755
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andrew_828755
Posted 3 Months Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5,
Visits: 34
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When exporting as FBX, clothing that fits in CC appears to change a bit. Is there a way to get it to fit properly on export? Thanks!
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Peter (RL)
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Peter (RL)
Posted 3 Months Ago
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Group: Administrators
Last Active: 6 hours ago
Posts: 23.1K,
Visits: 36.5K
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Hi... Have you tried using the Hide Body Mesh Tool? If not, the tutorial below may help. https://youtu.be/Pw4o3Pj3aG4
Peter Forum Administrator www.reallusion.com
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4u2ges
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4u2ges
Posted 3 Months Ago
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Group: Forum Members
Last Active: 6 minutes ago
Posts: 5.3K,
Visits: 16.4K
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I am not sure if you are complaining about exporting to FBX and returning it back to CC, or about importing FBX to a third party app. It's not clear where the screenshot came from. In first scenario, go with what Peter suggested. You have to use hide body mesh tool every time you return FBX back to CC. Otherwise use "Delete Hidden Mesh" on FBX export panel if planning to permanently export clothed character out. All hidden body mesh would be deleted and you will not get those pocks though. (Note: you will not be able to return it back to CC though if you checked that box on export). If you do NOT wish to delete a hidden mesh on export (for whatever reason) but still retain a perfect fit in third party app, you have to use "Show All" option in Hide Body mesh toot for the item of cloth and then work out body pock through with Skin Weight, Conform and Mesh Edit tools. This is not an easy process sometimes and requires to be patient and very thorough with various poses.
Edited
3 Months Ago by
4u2ges
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andrew_828755
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andrew_828755
Posted 3 Months Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5,
Visits: 34
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Thanks - tried it, but even with the mesh hidden, it shows up in Blender:
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4u2ges
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4u2ges
Posted 3 Months Ago
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Group: Forum Members
Last Active: 6 minutes ago
Posts: 5.3K,
Visits: 16.4K
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Hide Mesh is CC internal function and is not applicable for FBX export directly. You have to use other options I mentioned: Otherwise use "Delete Hidden Mesh" on FBX export panel if planning to permanently export clothed character out. All hidden body mesh would be deleted and you will not get those pocks though. (Note: you will not be able to return it back to CC though if you checked that box on export).
If you do NOT wish to delete a hidden mesh on export (for whatever reason) but still retain a perfect fit in third party app, you have to use "Show All" option in Hide Body mesh toot for the item of cloth and then work out body pock through with Skin Weight, Conform and Mesh Edit tools. This is not an easy process sometimes and requires to be patient and very thorough with various poses.
Edited
3 Months Ago by
4u2ges
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andrew_828755
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andrew_828755
Posted 3 Months Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5,
Visits: 34
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4u2ges (8/29/2024)
Hide Mesh is CC internal function and is not applicable for FBX export directly. You have to use other options I mentioned: Otherwise use "Delete Hidden Mesh" on FBX export panel if planning to permanently export clothed character out. All hidden body mesh would be deleted and you will not get those pocks though. (Note: you will not be able to return it back to CC though if you checked that box on export).
If you do NOT wish to delete a hidden mesh on export (for whatever reason) but still retain a perfect fit in third party app, you have to use "Show All" option in Hide Body mesh toot for the item of cloth and then work out body pock through with Skin Weight, Conform and Mesh Edit tools. This is not an easy process sometimes and requires to be patient and very thorough with various poses. Ah! Ok, thanks. I am only planning on rendering externally for the moment, so will look for the Delete Hidden Mesh function. Cheers
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csmallfield
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csmallfield
Posted 2 Months Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 6,
Visits: 17
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I am coming across this same issue where skinning of clothing is different when exported to FBX (and then in Maya), with areas poking through. While in some cases the suggestion of removing offending geometry works it's not a great solution. There are many instances in which I need the full body mesh to exist underneath the clothing, in cases where the clothing needs to be switched, removed, simulated etc.
Additionally, in my case the skinning looks perfect within CC4 (4.5) and the problems only exist in Maya after export. That makes is tricky to manage within CC4 as I don't see problem areas until it's exported. One could adjust the skinning and model after import but that's introducing a lot of manual work into what I'm aiming to be a smooth workflow.
I would be interested in hearing from reallusion about this issue.
Cheers, Chris
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csmallfield
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csmallfield
Posted 2 Months Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 6,
Visits: 17
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I have made a bug report for this issue as I feel it's a function of the software that should work normally. If anyone is also affected by this please upvote the bug report to help escalate the topic to reallusion. Thanks! https://www.reallusion.com/FeedBackTracker/Issue/Cloth-skinning-doesn-t-transfer-correctly-when-exporting-to-FBX
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4u2ges
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4u2ges
Posted 2 Months Ago
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Group: Forum Members
Last Active: 6 minutes ago
Posts: 5.3K,
Visits: 16.4K
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@csmallfield I don't think you read through my reply above, specially the last paragraph. If you do NOT wish to delete a hidden mesh on export (for whatever reason) but still retain a perfect fit in third party app, you have to use "Show All" option in Hide Body mesh tool for the item of cloth and then work out body pock through with Skin Weight, Conform and Mesh Edit tools. This is not an easy process sometimes and requires to be patient and very thorough with various poses. In other words most cloth have built-in map for hiding body mesh which you have to disable and then workout the fit with Conform, Mesh Edit and Skin Weights. This way you'd have the same fit in your 3-rd party app as you worked it out in CC without deleting mesh on export. This is just a starting point Note: Although I have shown a "Run Collision" at the end. I never use it myself. It can cripple the geometry of you cloth. I prefer to tweak multi-layer collision manually.
Edited
2 Months Ago by
4u2ges
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csmallfield
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csmallfield
Posted 2 Months Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 6,
Visits: 17
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The bug report I submitted helped tremendously. They explained to me that within CC4 the software is silently autohiding geometry that sticks through the geometry, when you don't export it the same way, the geo sticks through. In my case I needed that geometry underneath and since I couldn't see it in CC4 I assumed it was a skinning difference. Thankfully, there is a way to turn off the autohide feature so you can see exactly what it really looks like in CC4 AND you can easily have it calculate a better fit so when you export it, what you see is what you get. Follow the helpful video they sent and all will work beautifully! One still needs to be careful but this was a pretty easy process.
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