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wires
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Group: Forum Members
Last Active: 4 Months Ago
Posts: 5.7K,
Visits: 26.5K
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gicag14102 (4/14/2021) There are no option to import fbx/obj file as accessories? Only usd files shows? Please fix..Nothing needs fixed. Select Create > Accessory and you can then select any .obj or .fbx file that you require. :)
Gerry
System: Win 10 Pro (21H2), Asus X99-E WS, CPU i7-5930K -3,5 GHz, 32 GB DDR4 2666-16 RAM, NVidia GTX 1080 Ti GPU - 11 GB VRAM(Driver Studio-536.99), Samsung 850 Pro 512 GB SSD, 6 TB HD storage.
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path.to.the.future
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path.to.the.future
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 31,
Visits: 116
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Already posted in Feedback Tracker, now in forum: Many problems not previously mentioned: 1. Exported FBX have bones poking in wrong directions if using automatic bone orientation in Blender (this didn't happen in previous CC version)  2. If you use manual bone orientation and force connect children, you don't get the funny poking bones, but the pelvis bone isn't pointing sideways as usual now. I am not sure if it's going to screw me down the road when I put rig on character.  3. Auto foot height adjust function is broken. Using it won't put character at 0.0.0 origin anymore.  4. Exporting A pose or T pose? Both are SAME, which is clearly WRONG. Come on Reallusion, this shows how much debugging you did. /sarcasm  5. Does anyone rig their CC characters here? Do you get rid of the original armature? Because if you use Quick Rig plug-in, you would know that CC armature is a pain because the arms and legs are TOO STRAIGHT. It messes up the rig's IK direction, it can't calculate which side is the correct front. And if you figured out after long days, yes days, of brain burning that you HAVE to adjust the T pose in CC before export, you have to watch out because the pose mirror can mysteriously fail at times. Then, you get some extra poking bones:  I was kinda excited when I saw Smart Hair in update. Then the free sample eyebrow kept bugging and I remembered how buggy CC can be. Then headed to the website... and after many confused clicks, discovered that Smart Hair isn't a plugin by itself. And I am happy to NOT have bought the packs. Besides, really? You really have put eyebrow + facial hair in one package, and hair builder in another?? Reallusion, please put yourself in customer's shoes and think thoroughly. How much do you like a software that requires you to troubleshoot bugs for days immediately after purchase and after each major update?
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Kelleytoons
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Kelleytoons
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 9.2K,
Visits: 22.1K
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gicag14102 (4/14/2021) There are no option to import fbx/obj file as accessories? Only usd files shows? Please fix..Um, I get that option (it shows fbx/obj for me).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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4u2ges
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4u2ges
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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@path.to.the.future The bones orientation is correct. You just have to select Blender option while exporting. There used to be a problem with Game Base bones orientation export, but they fixed it with one of the updates prior to this release. The rest of the armature problems were *introduced* when they released CC3+ a few month ago. This one is about foot contact: https://www.reallusion.com/FeedBackTracker/Issue/Please-make-all-CC3-characters-like-CC3-JodyA/T - poses confusion and the mess created as a result is also since CC3.33 I do not rig in Blender and honestly, IMO, there are no problems for folks who do it. For number 5, you can export in any pose by selecting either Current or Custom pose in FBX export applet (if you have no plans to return character to CC). No Fbxkey would be generated. In Blender the Rest pose would still be straight A/Bind pose, but you can always bake Pose Position (the one you exported with) into the Rest Position. Avatar would return to the ground BTW after the bake and then you start with your own rig.
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path.to.the.future
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path.to.the.future
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 31,
Visits: 116
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@4u2ges Well, the rigging plugin I use works with CC armature that people sent to the programmer and he showed that the armature he has on hand, has pelvis bone pointing sideways. The plugin works based on the rest pose and baking the rest pose with Apply pose as rest pose or Apply selected pose as rest pose gives me this:  Plus a warning that it breaks all associated animation (at least I don't animate in CC). Just to say rest pose matters. Also, I really want to know which other plugin can rig the base CC armature without messing up all the weight paint and can bend arms and legs correctly with bones as straight as we get from CC. All the the rigging tutorials I have seen talk about the importance of having bent elbows and knees. I forgot how I got screwed down the road, but fixing the knees and elbows after putting rig on is not working either. Either I get the rest pose right, or I get screwed. Edit: wow, the ticket you submitted is since September 2020. The problem is still not fixed 8 and half months later?
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4u2ges
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4u2ges
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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That ticket was not even assigned. There are some other related tickets, if you have time to go though the list :) But, yes, baking a pose would require stripping all blend-shapes. Not sure it that is suitable with your workflow. But it works fine otherwise. I hope Blender folks would finally figure out the way to do it without dismantling shape keys. This is how I do it:
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path.to.the.future
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path.to.the.future
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 31,
Visits: 116
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Unfortunately, I want to retain the shape keys for facial control. Otherwise, it would be as good as trashing the armature (since CC armature doesn't have facial bones) and weight paint, aka start from scratch.
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4u2ges
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4u2ges
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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Couple of things you may try. Export with Calibration clip (it has a T-pose). This way FBX key is generated and you may bring avatar back. Bake T-pose with deleting shape keys. Take avatar back to CC. When you do that, CC restores all shape keys. Then export it again out of CC. I have not tried that and it might be just a "catch 22" :w00t:
On the other hand, some time ago I also tried some scripts I have found for transferring shape keys from one object to another in Blender. At the time it was just crashing Blender. But worth to try researching again.
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4u2ges
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4u2ges
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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I just quickly tried first method and it works. You have to uncheck "Bake Animation" and "Add Leaf Bones" in Blender when exporting out. When you bring it back to CC, character would assume an inverted A-pose. You'd need to add a Bind pose (which is nowhere to find) : https://forum.reallusion.com/476255/Bind-Pose-What-Bind-PoseAnd then export it again in Current Pose. In Blender Rest and Pose would be *almost* the same T-pose and character with shape keys
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cynsegura
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cynsegura
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 200,
Visits: 1.1K
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Trying to import to unity with delete hidden mesh and I don't see that option anymore. Is there someoene who can help me? Is that option in any other area. Please let me know.
Many thanks
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