These are some workarounds for getting morphs into cc3 by Mike Kelley, I think he is frequently on the forum here also and helps with questions. Very helpful but imagine you had to do this for many characters and morphs (it is bake to the base you brought it in with too, hack methodology imo)
https://www.youtube.com/watch?v=NkIi6t63Yrshttps://www.youtube.com/watch?v=4Z9e9TF85yshttps://www.youtube.com/watch?v=wkrPVSBbzWAThere was an older video by the main webinar/tutorial guy but I couldn't find it again which had the old 3dx stuff. But I did find this one in my bookmarks that touches on some aspects.
https://www.youtube.com/watch?v=x9_mcIOUrqYHere is an official RL video on morph animating in iclone, they don't think we want to do this in game engine??? can't do it to any cc3 character products in game engine with no morph export!!! HEY RL: THIS IS WHAT WE ARE COMPLAINING ABOUT:
https://youtu.be/tN96oCe7ShMOk rest of this is probably more aimed at the RL team:
But its true, unfortunately most of the RL folks seem to be more oriented to making animation movies. Which, thats maybe great if you're making cutscenes for your game or something. But this kind of tunnel vision unfortunately leaves a lot of gaps and wasteland results when it comes to the game development pipeline. And the old days of videos for cutscenes... old... I'm sure its still done some but that is all being done live in the engine now with scripting, Timeline, Director, Slate, etc.
Where in the developer space we are concerned more with creating components, widgets, reusable objects, repeatable patterns and fast workflows. I don't want 5 min clip of cool animation, usually, I want 50 small chunks that smooth transition and can use over and over on many figures and actions.
I can't afford to spend many hours doing repetitive tasks. If I have to spend 8 hours hammering at a tool and then come up with results that are bugged (my 3dxchange experiences), then I have already lost a lot of money on it, more than the cost of the tools. And my odds of spending another 8 to get it working drop with each pass.
They don't seem to 'get' the nature and use of blendshapes in the game pipeline. They are only think in the concept of static figures, or skyrim character maker.
They don't get that we can apply code to blendshapes to create living breathing reacting changing meshes at runtime. And how blendshapes could be used across figures and instances.
Nor do I want to go through and make thousands of sets of custom mesh animations to apply to every possible character variant and action. I'm Indy guy, I need stuff that makes less work, not more work. If its a blendshape, I could export same morph on 10 different characters. Then in code I can have the same code on all 10, spinning the dials at runtime on the blendshapes. Now I could do same with bone animations sure, and do! One set to work with many characters sharing the same rig. But if I do this in mesh animations (which I have not even done it yet, so I may not yet know this flow correctly, I will try this later for premium up close character interaction) but then now it is a custom animation for the individual figure, and no longer shareable across the 10 characters. Now my workload has grown exponential if I want to mesh animate them all, because the mesh animation has to match the figure and clothes and have been done in iClone. Mesh animation also uses more cpu at runtime. Adding up... file sizes of game... adding up... Now here is another key they don't get: change management! If I did it that way, now we made hundreds of custom mesh animation, oops we decided we need to change the shape of this figure. Catastrophe!! Oh now you got to start over and make all new updated animations. But if I had just had it as a blendshape in the first place, well I could just change my figure and be done.
I can go in daz, take a figure and export it with blendshapes for facial expressions (smiles, wink, frown, etc)... and take that into unity, and then in code at runtime call a function maybe I named Smile and it smiles by altering the appropriate blendshape(s) value(s). Execute the Wink function by changing the blendshape in code at runtime, etc. And then do it all to any figure which has the Wink blendshape using the same code, ie reusable, shareable. CC3 no blendshape export totally torpedoes this whole game industry standard methodology.
Instead they answer back like, why does your CC3 have to be an NPC? well duh you don't 'get it' right? So, those kinds of answers don't make me happy. I am an independent software studio. I use Unity all day in that capacity. Primarily I work with enterprise content production and big data. But the rest of the time I am working to transition that to producing more game like content and experiences. So I'm not an expert on making character/animation but learn more every day, but when you are already learning what is a very challenging pipeline if you are going for AAA style work, and well who doesn't want that? So that when you hit these kinds of barriers and artificial road blocks its very frustrating. And hey if I'm doing it wrong or there is a better way, show me what it is, help us succeed.
Which, in some way RL tools are really sweet (clothing mesh tools etc OMG wonderful), and I continue to invest in RL at this time. And there are a lot of features I haven't yet been able to spend the in depth time with but look to be really super. But, there is some big gaps. I am hoping some significant updates arrive with Unity Live Link, if it ever arrives.
To me Time is the most important aspect of anything, time it takes to achieve your goals, time is money, mine or someone I have to pay (which is even harder because these days good luck finding that someone). I only have so many hours and what to choose to spend that on. When they give me a solution that wastes those hours, it is not good. When they give me a solution that reduces hours so that time can be more productive, then it is a win. So for example, just having the materials setup from the cc3 to unity autosetup, that alone was worth the price of admission of the whole suite of RL software in time savings. Of course now there is unity bridge from daz... but its still not as good as cc3 to unity, but maybe they improve... but
they let me have blendshapes (so frustrating). Now if I could get the rest from RL... like blendshapes, that would be super. Because without that, I'm not sure it is really a valid solution set to use on a production product. Until then it is just a toy to see if maybe this can work, and maybe only parts of it are good production business.
OK enough rant for this week. Thanks!