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Victor.Soupday
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Victor.Soupday
Posted 4 Years Ago
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Group: Forum Members
Last Active: Yesterday
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Sovo (9/7/2021) Here's the results using a comparison of a Character Creator default character and a Unity asset store model after setting the animation clip settings as you illustrate in your screenshot above. I'm also attaching a screenshot that shows the difference between a Synty low poly model and a Character Creator 3 model using the same animator controller. Unfortunately the tilt remains. I appreciate your insight. Any ideas for other things I could try?I had all sorts of answers in mind, but then I noticed the purple Unity-Man in the preview window for the animation. Did you download the animation from Mixamo without the skin? Unity needs a reference model (or a reference avatar from a parent model) to create the avatar properly for the animation, otherwise it makes a complete dogs breakfast of it. I downloaded what I think is the same animation (same length 3.267s) with the xbot skin and it doesn't have any tilting issues.
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Sovo
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Group: Forum Members
Last Active: 4 Years Ago
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Hi. Originally I had the animation within the YBot fbx. However, I duplicated it and moved it out, worried it was Mixamo avatar causing issues. The results did not change, however. Do you think it may be an avatar issue? I also tried copying the avatar definition from the CC3 avatar definition and I got this error message.  When I examine the bone structure, it does appear to be, from my limited understanding, non-standard. There is an intermediate bone, CC_Base_Pelvis, in the hierarchy between the hip bone and the legs.
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Victor.Soupday
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Victor.Soupday
Posted 4 Years Ago
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The Avatars describe how the bones in the FBX map to the equivalent bones in the Unity humanoid skeleton. Since the CC3 skeleton and Mixamo skeleton are different, with different names, you can't use a CC3 avatar as the avatar definition for a Mixamo animation. They must use their own avatars. But the avatar definitions aren't the problem here. In fact, you've done everything right. After much head scratching, I've found that there's just one little setting in the Animator Controller that fixes the foot positioning and body orientation:  I've been using an old player animation controller I made years ago to play the animations, which already had this applied, so I completely forgot about this setting. When I turned it off, I was getting the exact same problem you described, leaning back too far and the feet sliding about... I'm guessing the additional complexity of the CC3 skeleton means the feet positions need to be recalculated to align the body correctly.
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Sovo
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Group: Forum Members
Last Active: 4 Years Ago
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Yes, that did it indeed. I tried setting the IK pass on the layer, but this didn't have any effect. I completely overlooked the Foot IK checkbox. Been using Unity for years without needing it, but nice to know it exists! Thank you so much for looking at this on my behalf. I don't know how long I would have struggled with it.
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tm_863950
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tm_863950
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 2,
Visits: 119
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Hi, do you plan to add InstaLODs support?
Currently If I export CC3+ character with extra LODs the skeleton gets a different name, and there is a difference in the hierarchy, all of the parts of original avatar are put to the extra folder.
When I use your tool with such a character strange things happen (with HQ version and then Bake). Some materials don;t change, others do.
It would be much help to get it all working together. I was not able to find a decent way of adding instaLod meshes to the original baked prefab inside of unity if I export them separately to not mess up the baking, only export/import to blender and back is what was left, and that costs a lot of time,
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Victor.Soupday
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Victor.Soupday
Posted 4 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 569,
Visits: 9.0K
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tm_863950 (9/14/2021) Hi, do you plan to add InstaLODs support?
Currently If I export CC3+ character with extra LODs the skeleton gets a different name, and there is a difference in the hierarchy, all of the parts of original avatar are put to the extra folder.
When I use your tool with such a character strange things happen (with HQ version and then Bake). Some materials don;t change, others do.
It would be much help to get it all working together. I was not able to find a decent way of adding instaLod meshes to the original baked prefab inside of unity if I export them separately to not mess up the baking, only export/import to blender and back is what was left, and that costs a lot of time,When it processes a LOD group model, the tool puts the finished LOD group prefab in the Prefabs folder, that's what you should use. The FBX object has all the LOD objects bundled together on top of each other and isn't usable. (Maybe I should have the preview window replace the FBX with the LOD group after applying the materials?) Also, yes, it's not baking the LOD group properly. I'll fix that.
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Victor.Soupday
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Victor.Soupday
Posted 4 Years Ago
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Group: Forum Members
Last Active: Yesterday
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Visits: 9.0K
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Release: v 0.1.8- After applying materials or baking materials in the tool window, the generated prefab is selected in the project window.
- Characters in the preview window are replaced with the generated Prefab after material setup.
- Fixed baking LOD Group character materials.
- Baking LOD Group characters now also creates LOD Group prefab.
This should make a little bit more sense importing LOD characters. All generated prefabs are placed in the Prefabs sub-folder of the character FBX directory.
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Jfrog
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Group: Forum Members
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@victor.soupday Hi Victor, First, thank you for the great work you've done with the CC3 and Unity integration. I am not sure if this is the good place to post this question but I have big problems when trying to use any cc3 character in Unity. It seems like the polygons are missing and I am left with deformations everywhere when the CC3 character moves. Please see this attached picture and look at the upper leg. Any help would be greatly appreciated. Thank you!
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patkutka
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patkutka
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 3,
Visits: 29
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Hello, I downloaded the auto setup for unity and I'm trying to import the character, but I keep getting this error: Trying to copy properties from null material. And the character is completely black, even though I didn't make it like this. What do you think is the reason and what can I do? Thanks is advance and if I should post this somewhere else, let me know:)
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Victor.Soupday
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Victor.Soupday
Posted 4 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 569,
Visits: 9.0K
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Jfrog (10/1/2021) @victor.soupday Hi Victor,
First, thank you for the great work you've done with the CC3 and Unity integration. I am not sure if this is the good place to post this question but I have big problems when trying to use any cc3 character in Unity. It seems like the polygons are missing and I am left with deformations everywhere when the CC3 character moves. Please see this attached picture and look at the upper leg. Any help would be greatly appreciated. Thank you!Do you have enough bones affecting the skin weights? (In the Quality, Project Settings) It should be at least 4 bones, preferably unlimited. Sometimes Unity defaults it to 2.
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