English


Profile Picture

Blender Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 4.8 stars based on 17 votes.
1
...
36
37
38
39
40
...
58

Blender Auto Setup

Author
Message
m.schulte
m.schulte
Posted 3 Years Ago
View Quick Profile
New Member

New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)

Group: Forum Members
Last Active: 3 Months Ago
Posts: 6, Visits: 44
Will try it tonight and let you know. A character from cc3, with proper use of skin tools and makeup.
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 2 days ago
Posts: 569, Visits: 9.0K
m.schulte (1/30/2022)
I checked it again.
The last working version is 1.02. After that i get always the mentiened error message.



Try 1.1.7 (new latest version)

Not sure why it's not finding eye materials. What sort of character is it? Daz perhaps or merged materials?
m.schulte
m.schulte
Posted 3 Years Ago
View Quick Profile
New Member

New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)

Group: Forum Members
Last Active: 3 Months Ago
Posts: 6, Visits: 44
I checked it again.
The last working version is 1.02. After that i get always the mentiened error message.

m.schulte
m.schulte
Posted 3 Years Ago
View Quick Profile
New Member

New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)New Member (11 reputation)

Group: Forum Members
Last Active: 3 Months Ago
Posts: 6, Visits: 44
Hi.

At first. Amazing Tool :-)

But since i switched to the newst version, i always get the following error. If i use an old version, for example 0.7.1, everything is fine., 

Python: Traceback (most recent call last):
  File "C:\Users\schul\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\cc3_blender_tools-1_1_6\importer.py", line 697, in modal
    self.run_import(context)
  File "C:\Users\schul\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\cc3_blender_tools-1_1_6\importer.py", line 611, in run_import
    self.import_character(warn)
  File "C:\Users\schul\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\cc3_blender_tools-1_1_6\importer.py", line 502, in import_character
    self.imported_character = detect_character(self.filepath, type, imported, json_data, warn)
  File "C:\Users\schul\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\cc3_blender_tools-1_1_6\importer.py", line 394, in detect_character
    properties.init_character_property_defaults(chr_cache, chr_json)
  File "C:\Users\schul\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\cc3_blender_tools-1_1_6\properties.py", line 393, in init_character_property_defaults
    cornea_mat, cornea_mat_cache = materials.get_cornea_mat(obj, mat, mat_cache)
TypeError: cannot unpack non-iterable NoneType object

location: <unknown location>:-1

I am using Blender 3.0, CC3 Tools 1.1.6 and CC 3 3.44 or iClone 7.93

Can you plz help me?

Thanks!
stergiosbiternasv
stergiosbiternasv
Posted 3 Years Ago
View Quick Profile
New Member

New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)

Group: Forum Members
Last Active: 3 Years Ago
Posts: 2, Visits: 23
thank you so much for the fast response! This is some very awesome news I'm excited to try my hand at using these characters more inside of Blender
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 2 days ago
Posts: 569, Visits: 9.0K
stergiosbiternasv (1/28/2022)
Hey guys, quick question. What facial expressions can be exported with the model to blender? I know that CC3 characters in blenders will have some expressions from CC3 as shapekeys, but I was wondering if the new ExPlus expressions will export too with my character? 


All facial expressions in the character will be exported. Though if you've got older characters created before ExPlus was added to CC3, you will need to add those expressions to the character first, also CC3+ base characters only.
stergiosbiternasv
stergiosbiternasv
Posted 3 Years Ago
View Quick Profile
New Member

New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)New Member (4 reputation)

Group: Forum Members
Last Active: 3 Years Ago
Posts: 2, Visits: 23
Hey guys, quick question. What facial expressions can be exported with the model to blender? I know that CC3 characters in blenders will have some expressions from CC3 as shapekeys, but I was wondering if the new ExPlus expressions will export too with my character? 
rosuckmedia
rosuckmedia
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)Distinguished Member (9.4K reputation)

Group: Forum Members
Last Active: Last Year
Posts: 3.2K, Visits: 4.8K
Hi Victor,
Many Thanks for the Physik Tutorial.👍
Greetings rosuckmedia
Victor.Soupday
Victor.Soupday
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)Distinguished Member (5.8K reputation)

Group: Forum Members
Last Active: 2 days ago
Posts: 569, Visits: 9.0K
BrotherShamus (1/25/2022)
Hi... I'm kinda new to this and not very good.  I was wondering if there was an available tutorial for importing animated characters into Blender with this add-on.  I've managed to create the character in CC3, add an animation with iClone, re-export the character with animation (minus facial animation for some reason) as an FBX and import into Blender with this add-on.  The problem I'm having is that if I import physics (I'm using the same dress as you used on page 3 of the comments here), it turns into a very odd, globular mess.  If I import without physics and add them (I used the 'silk' physics option for cloth and hair), I get no physics.  I've spent the last couple of days trying out different things but haven't been able to solve this and honestly, with my lack of ability it's a bit like taking shots in the dark.  Any bit of information regarding work flow (for dummies) would be greatly appreciated.

Thanks.


Bender's physics simulation is one of the most difficult aspects of Blender to get to grips with. If you're new to Blender I would suggest that you deal with the physics last.

Blender isn't like iClone, you can't arbitrarily play the animation from any point and expect the physics to work. The physics needs to be baked (from the Physics properties panel) or cached (by playing the animation from start to finish). Once cached/baked then you can freely play the animation, but: if anything changes about the character (position, rotation, scale, even material changes) the physics cache will become invalid and it will do all sorts of entertaining things, like the mesh exploding over the scene or flying off into the distance. Baked physics is a bit more stable

That's why I say the physics should be done last (at least for the character being animated), because once you have physics data in the scene, you can't change anything about the character without it going horribly wrong.

I did make a video about bringing a character with physics into the scene a while ago:



I think it's still mostly relevant. You'll notice that once I've played the animation though completely to cache the physics, I don't touch the character ever again.


Edit: The work flow for dealing with physics could do with some work. Maybe a way to turn the physics on and off for the characters so you don't have deal with it going crazy on you while setting up the scene. A way to bake the physics for the characters all in one go perhaps? So you can choose when to deal with the physics rather than being stuck with it at the start.
BrotherShamus
BrotherShamus
Posted 3 Years Ago
View Quick Profile
Junior Member

Junior Member (189 reputation)Junior Member (189 reputation)Junior Member (189 reputation)Junior Member (189 reputation)Junior Member (189 reputation)Junior Member (189 reputation)Junior Member (189 reputation)Junior Member (189 reputation)Junior Member (189 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 14, Visits: 63
Hi... I'm kinda new to this and not very good.  I was wondering if there was an available tutorial for importing animated characters into Blender with this add-on.  I've managed to create the character in CC3, add an animation with iClone, re-export the character with animation (minus facial animation for some reason) as an FBX and import into Blender with this add-on.  The problem I'm having is that if I import physics (I'm using the same dress as you used on page 3 of the comments here), it turns into a very odd, globular mess.  If I import without physics and add them (I used the 'silk' physics option for cloth and hair), I get no physics.  I've spent the last couple of days trying out different things but haven't been able to solve this and honestly, with my lack of ability it's a bit like taking shots in the dark.  Any bit of information regarding work flow (for dummies) would be greatly appreciated.

Thanks.

1
...
36
37
38
39
40
...
58



Reading This Topic

0 active, 0 guests, 0 members, 0 anonymous.
No members currently viewing this topic!