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Blender Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 4.8 stars based on 17 votes.
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habban
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oonabe (6/27/2021)
habban (6/24/2021)

Thanks for the information! I will take a look at the tail video and see if it is possible to do something with that. I'm not 100% sure yet if i'm going to work on a game or just animations. But i'm interested in creating some sort of unique erotic adult project perhaps. The main thing i'm trying to accomplish first is to get CC3 characters animatable with genital support before i can establish what kind of project it will be :)
Especially since i've bought a lot of features for CC3/iclone and like it in general, compared to DAZ.


Nice, I am also working on a similar idea, want to do something unique taking different sources of inspiration and also adding my own ideas into it. I did some research a while ago and found a very interesting discord server where people work on erotic art, most of them work with blender or maya though, but I want to make use of iclone too because it saves me a lot of time and it's fun to work with. I'm most likely going tocreate the base characters with CC3 and then export them to Blender for modifications and Unreal Engine for final animations. I think the workflow Reallusion showed with the Korean Sytle dancing girl is a very interesting one to achieve such results, but in that case they're using paid software for clothes (Marvelous Designer) and sculpting details (Zbrush), which I will try to do in Blender.




Interesting! Hope you work something out. If you manage to find a solution, send me a pm if i would pop into your mind! Haha :)

togu3d
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This looks amazing! I simply cant wait to try it out, Im a new CC3 user and just today I was trying the Blender workflow, and wondering if there was any tool to automate this process, INCREDIBLE addon!!
ExaRoll Studio
ExaRoll Studio
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Hello,
Did anyone facing this error in blender 2.93 and 2.92 ?!!
https://forum.reallusion.com/uploads/images/8e5ee4aa-50a0-4fe1-9d62-758a.png
Update
I think the problem came from the export as you see 
https://forum.reallusion.com/uploads/images/c873f95f-c938-4c2a-a8d6-c4e5.png
A monster :w00t:

Different export sitting keeps the same result.


Victor.Soupday
Victor.Soupday
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Going by that traceback, Blender's own FBX importer is crashing.

If I'm reading the code properly, it's trying to copy the UV data from the fbx, but it's finding empty data and failing.

Your character model or clothing may have missing UV data, or you may have discovered a bug in Blender's fbx importer. My guess is it's a piece of clothing or accessory, or possibly a hair mesh causing this.

Which pieces of clothing and hair do you have attached to the character?

Things to try:
Try exporting the character without any clothing or hair, to make sure it's not the base character causing this.
Add the clothing back one by one and export to Blender, to narrow down what's causing it.
MatCreator
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I haven't been active for a bit, but when I saw the promo for a Blender tool for CC3 I had to check it out. Awesome and amazing indeed, many thanks. I have very little experience with Blender, but this will surely force me to learn it. Fortunately I do have enough experience I was able to install and test out, and at first glance it worked great.
4u2ges
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Victor.Soupday (6/24/2021)

Importing characters back from Blender doesn't bring any of the materials with it.

I wonder as to why? This question should probably be addressed to RL, but you might know more on the inside.

Couple of scenarios after exporting character to FBX with Blender profile (I did not try others).

1. You immediately import the same FBX file back into CC.
Materials come fully textured.
Material Sliders value and Check boxes are preserved (Opacity value slider and 2-sided for instance)
Custom tweaks for DHS are preserved.
SkinGen modules info is not preserved and it's getting baked (suppose that is happening on export)
Iray materials restored to default.

Obviously FBX does not hold all that materials info and most of it is coming from the Key. Key used to be a small 200-300 Kb in size.
Now it's megabytes of data (last one I tested was 121 MB - 10 times bigger than FBX file itself). And unencrypted portion of it indicated a lot of shaders routine.

2. You import FBX to Blender with *Traditional* importer. You then export it out and import it back to CC
Materials comes sparsely textured.
Material Sliders value and Check boxes seems to be preserved (Opacity value slider and 2-sided for instance).
Custom tweaks for DHS are preserved.
SkinGen modules info is not preserved and it's getting baked (suppose that is happening on export)
Iray materials restored to default.

I wonder why it textured sparse. I see normal maps are there, but no any opacity or metallic/roughness maps.
It is not a problem with broken Mesh/Material link (Otherwise normal maps would not load either). Right?
Then I suppose the Key does not map it correctly?

3. You import FBX to Blender with your plug-in. You then export it out and import it back to CC.
Character comes not textured at all - fully white. It seems all mesh/material links are broken.

We sure can use other ways to sculpt/create stuff in Blender and bring it back. But an *easy* way back, while having full, clothed, textured character in Blender would have been awfully nice :)

Again, it is not a direct question to you. You did an excellent job developing one way pipeline and it's very much appreciated.
But rather to Reallusion - is it not a time to have a stable way to re-import a character back to CC? An easy GoB button?




4u2ges
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FT 8011: https://www.reallusion.com/FeedBackTracker/Issue/Importing-characters-back-from-Blender-to-CC-Please-develop-GoB-or-similar




Victor.Soupday
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4u2ges (7/15/2021)
Victor.Soupday (6/24/2021)

Importing characters back from Blender doesn't bring any of the materials with it.

I wonder as to why? This question should probably be addressed to RL, but you might know more on the inside.

Couple of scenarios after exporting character to FBX with Blender profile (I did not try others).

1. You immediately import the same FBX file back into CC.
Materials come fully textured.
Material Sliders value and Check boxes are preserved (Opacity value slider and 2-sided for instance)
Custom tweaks for DHS are preserved.
SkinGen modules info is not preserved and it's getting baked (suppose that is happening on export)
Iray materials restored to default.

Obviously FBX does not hold all that materials info and most of it is coming from the Key. Key used to be a small 200-300 Kb in size.
Now it's megabytes of data (last one I tested was 121 MB - 10 times bigger than FBX file itself). And unencrypted portion of it indicated a lot of shaders routine.

2. You import FBX to Blender with *Traditional* importer. You then export it out and import it back to CC
Materials comes sparsely textured.
Material Sliders value and Check boxes seems to be preserved (Opacity value slider and 2-sided for instance).
Custom tweaks for DHS are preserved.
SkinGen modules info is not preserved and it's getting baked (suppose that is happening on export)
Iray materials restored to default.

I wonder why it textured sparse. I see normal maps are there, but no any opacity or metallic/roughness maps.
It is not a problem with broken Mesh/Material link (Otherwise normal maps would not load either). Right?
Then I suppose the Key does not map it correctly?

3. You import FBX to Blender with your plug-in. You then export it out and import it back to CC.
Character comes not textured at all - fully white. It seems all mesh/material links are broken.

We sure can use other ways to sculpt/create stuff in Blender and bring it back. But an *easy* way back, while having full, clothed, textured character in Blender would have been awfully nice :)

Again, it is not a direct question to you. You did an excellent job developing one way pipeline and it's very much appreciated.
But rather to Reallusion - is it not a time to have a stable way to re-import a character back to CC? An easy GoB button?


If I were to guess, I would think CC3 looks for a certain fbx version/format to reconstruct the materials (Maybe the format Z Brush uses to send the characters beck to CC3 with GoZ). When it sees the fbx format generated from Blender it doesn't bother.

From the Blender import point of view, even if I knew how to interrogate the key file for material settings, not every export from CC3 (or any from iClone for that matter) comes with the fbx key.

The CC3 to Unity / Unreal exports generate a Json file that contains all the object / material / texture and all the material parameters. If the Blender export were to generate a similar Json file, I could use that data to set up the characters (almost) perfectly and entirely automatically.

Any changes to material parameters made in Blender could be written to Json file and CC3 could pick up on that Json data to reconstruct the materials and the character when importing back in. Any new objects and materials could be added to the Json data and CC3 could import it all back in, maybe not perfectly but better than it currently does.
4u2ges
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If I were to guess, I would think CC3 looks for a certain fbx version/format to reconstruct the materials (Maybe the format Z Brush uses to send the characters beck to CC3 with GoZ). When it sees the fbx format generated from Blender it doesn't bother.

Probably right, then they have to make sure it does :)

From the Blender import point of view, even if I knew how to interrogate the key file for material settings, not every export from CC3 (or any from iClone for that matter) comes with the fbx key.


That one is easy. FBX key is generated only when it is possible to import character back not distorted. There are strict rules set by RL and they are known:
It relates to exported pose. First frame must be a Bind Pose. That is respective to the base Bind pose in Mesh only export. Calibration in Mesh and Motion export.
For Current and Custom pose, "First Frame in Bind-pose" must be checked. Also Delete hidden mesh cannot be checked. Only then the key is generated. Users would know that.

But I highly doubt RL would ever share the Key structure with us. That is why I opened an FT ticket with them. And I am pretty sure it's possible to develop.
Blender tends to rename mesh/materials with specific rules, which could be taken into the account during export from CC one way or another (mapping in the key, renaming it before the export...etc).

New/amended materials/mesh in Blender could have specified restrictions. It is not that critical. We can certainly shade our new/added items in CC without much effort (that is what I do). And then there is Substance Painter pipeline for that too.
I'd be very happy as long as exported from CC character is coming back after Blender "materialized" to the state before the export (PBR, DHS, IRay, SkinGen modules intact).

But as you said, if there would be a way to generate a Json data file on export from Blender and RL would pick it up and parse it on import to CC, that would be a huge +.
Even more, Json file could be generated on FBX export from CC (instead of hiding it in the key) and be available for us to manipulate.

But again it all merely comes down to the will of RL developers to help us with this. Lets hope for the best.




AutoDidact
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Honeslty guys
I am not understanding how the inability to bring back
a full textured Avatar from Blender back into CC3 is a show stopper for anyone
or a shortcoming on the part of Reallusion


I am a content creator as well as an animated filmmaker


I create My assets( clothing & props) in Blender and export
them tp CC3 either to be weighted as clothing for the avatars or simply used as props
such as weapons.


I have not yet used Victors addon for custom morph creation
on a base Avatar mesh( except experimentally)
but it seems perfectly suited for that purpose.


I do undersatnd that the GoZ method is superior for morph creation
It seems to me the whole purpose of sending a fully textured Avatars over to blender 
(with proper texture nodes) is to render them there because Blender is a far superior
environment to Iclone for rendering, VFX etc.


I am just not seeing any pipeline need to send  a fully textured FBX rigs from
Blender back over to CC3 or Iclone  
 



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



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