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...