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Blender Auto Setup

Posted By Victor.Soupday 5 Years Ago
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Victor.Soupday
Victor.Soupday
Posted 4 Years Ago
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VARTS (3/14/2022)

* Morphs were baked when I did a CC3 -> Blender -> CC3
* All Skingen data is baked when I did a CC3 -> Blender -> CC3
No way around these two. Once the character leaves CC3 all character creator specific data is effectively lost, and you are just left with the end result.


If you wanted to keep morphs and skin gen intact, but edit the body in Blender, you would need to switch to an .obj export workflow where you just create body relative morphs and keep the character entirely in CC3 until it's finished:
e.g (one of the very first videos on this add-on):

* Due to DRM protection, fbxkey file needs to be present to be able to re-import to CC3
First one is, selecting "Mouth Open as Morph" is kinda a timesaver, but when chosen, CC3 does not generate fbxkey files alongside the output. Similarly, choosing the "Delete Hidden Faces" option does not generate fbxkey file as well.


Anything that changes the body topology or bones makes the character incompatible with CC3.
There's no way to keep the hidden mesh data as all that data is inaccessible. You can make any changes you want to the non body meshes, so you could delete the hidden faces yourself in Blender for the vambraces and the hair meshes. But anything starting with CC_Base_ you cannot add or remove any vertices or faces.

As you can see, I'm hiding part of the vambrace and shoulder mesh originally, and also hiding the bangs on the hair; but this data is lost on roundtrip. I believe due to DRM protection, even editing faces on Blender might not work; but I haven't tested this yet. Is there any way to keep the hidden meshes when exported to Blender? They are not hidden when exported to Blender either. Am I doing something wrong, or is this how it works and I should look for some workarounds?


So you can do whatever you like to the outfits and the hair in Blender and it will go back to CC3, but the body not so much.

One possibility is if you want to have body mesh with deleted faces, then using a duplicate of the body mesh, say:
CC_Base_Body_HiddenFaces,
You can do what you like to this duplicate and it should not block being re-imported back into CC3 as the original body is intact.
In Unity you can swap the mesh in the prefabs of the original CC_Base_Body to the HiddenFaces version and delete the duplicate.
If that works it could be coded into the add-on and package to deal with that situation automatically...




VARTS
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Ok nice information, good to know what I can and can't do. I will try to adapt to that workflow instead of hiding meshes on CC3 side from now on then. I can definitely live without baked morphs and skingen stuff, also without hiding CC_Base mesh vertices. Just wanted to mention my observations for people that might have trouble because of them.

I have tested various different CC3->Blender->UnityHDRP and also CC3->Blender->CC3->Blender->UnityHDRP cases with about 15 different characters in the past days. What we have currently covers everything I needed from this workflow. Really I can't thank you enough man, this is a great improvement, it is like a Unity NearlyLive Link :)

Beansupreme
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  • Blender 3.0+ subsurface scattering method set to Christensen-Burley, rather than Random-Walk, which does not work well with hair transparencies.
this fixed my dark eyes. Switched it to "Christensen and left only cornea materials. I thought I did this but I might have had the wrong  material selected and didn't think to look at the material tab for multiples to select. Thanks!
jeff.davies
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@Victor Quick question for you. On the CC3 Import tool in Blender, in the settings you can specify Eevee or Cycles as the target render engine. I do most of my "rough" renderings in Eevee and only use Cycles for the final production render. If I change the setting of the render engine, do I have to re-import my CC3 characters into Blender? I think I might if the render engine affects the material generation of your plugin. Can you clarify? Thanks in advance!
  - Jeff

- Jeff
The Adventures of Capt Sanchez
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jeff.davies
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sorry for the double post. I accidentally double-clicked the Post button, lol

- Jeff
The Adventures of Capt Sanchez
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Victor.Soupday
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jeff.davies (3/16/2022)
@Victor Quick question for you. On the CC3 Import tool in Blender, in the settings you can specify Eevee or Cycles as the target render engine. I do most of my "rough" renderings in Eevee and only use Cycles for the final production render. If I change the setting of the render engine, do I have to re-import my CC3 characters into Blender? I think I might if the render engine affects the material generation of your plugin. Can you clarify? Thanks in advance!
  - Jeff


You don't need to re-import the character, but you do need to rebuild the materials, with the 'Rebuild Advanced Materials' button under the build settings, which reconstructs the materials with all the current material parameters.

It mostly scales down some of the subsurface settings for Cycles, as they are much more sensitive than Eevee's, and uses Cycles Anisotropy for the hair instead of the approximate Eevee highlights.
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Awesome! Thank you for the clarification.

- Jeff
The Adventures of Capt Sanchez
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Victor.Soupday
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Version 1.2.2:
Github page - Release Page
  • Object Management panel
    • All round-trip/Export object management functions moved to this panel.
    • Including checks and clean up.
    • Normalize weights function added.
  • Bake/Combine Bump maps into Normal maps function added to Material Parameters panel.
  • Highlight shift added to Eevee hair shader.
Relase and Installer for the CC3 Re-importer Plugin (1.0.4): CC3 Blender Tools Plugin - Release Page

Object management panel with helper functions:
Export Check - Identifies possible problems that could prevent successful re-import back into CC3
Clean Up Data - Cleans up missing or deleted data from Character import.
Add to Character - Adds new objects to the character import and converts materials to CC3/Add-on compatible with material parameters. Automatically parents and adds armature modifier if needed.
Remove from Character - Removes, hides and unparents objects from the character.
Add New Materials - integrates and converts new materials in the character to CC3/Add-on compatible with material parameters.
Transfer Weights - Copies weights from the Body Mesh to the selected Objects(s), works like the Transfer Skin Weights function in CC3.
Normalize Weights - Recalculates the weights so that each vertex is fully weighted across all the influencing bones. Useful if you remove vertex weight groups from the object and need to recalculate the remaining weights.

Demo Video: Object creation and export to CC3.


Victor.Soupday
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Dev version test: Rigify conversion



It's on the Dev branch if anyone wants to try it: https://github.com/soupday/cc3_blender_tools/tree/dev

Note: Currently CC3+ generation characters only.
I still need to figure out the face coordinates and bone mappings for the older generations.
mellyless
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Hi!

The RealIlusion team directed me to here. They are well aware of your work and that yours is a great source to use.

Thank you so much for your work!!!



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