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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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Blender Auto Setup

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rosuckmedia
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4u2ges (4/19/2022)
I see there is a lot of custom Roughness controls for shaders. But I would love to see a skin tone control in a mix.
I know we can do it in SkinGen before exporting. Sometimes however you just want to tweak it a bit on the fly inside Blender.

Would be nice to have something like that (or some custom made node - you are da Master :)) for Head, Body, Arms and Legs and then have synchronized control from CC3 tab in materials tweak section.


75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/c9d23d26-3b26-41d7-a842-1160.jpg

Hello Gurgen,
thank you very much, that's what I was looking for.
Would be nice of Victor if he could do it.
Greetings Robert
AutoDidact
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Hi Victor,
I spent a few hours ,before sunrise, testing out the new build with the retargeting features.

Bravo!! sir.
I love that we preview our motions right in the plugin interface without having to access the action editor.

it is also great the even after baking to the Rigify rig you can easily override   any bake with a new bake.

Nice to see that we can import & apply  new shape key animation to the mesh for  facial lipsync as before.

A few. issues worth mentioning.
The retargeted animations to the rigify rig have considerable footslide/drift unlike the very solid foot planting that can be seen in the older video I posted earlier where I was just apply the various motion to the CC3 bone rig via the action editor.
Also After converting to rigify ,one can manually pose/animate the  Character with the viewport controls.

however after you import animations, you no longer have the ability to manipulate the Character manually via the rigify controls..unless I am missing something.

Not a complaint ,as this  build puts the CC3 Blender tool on par with the Diffeomorphic addon for
Daz studio& genesis as far as animation is concerned.

But again ,unless I am missing some step,
the CC3 retargeting to rigify option seems strictly for use with AC& RL/Imotions motions only.

which is perfectly fine with me as I have a unidirectional pipeline, where all face& body animation
is built in Iclone and sent  over to My CC avatar, after export to Blender from CC3.

Still I can manually manipulate/pose the Rigify rig before importing any Iclone Motion Data
but I was hoping to be able edit imported motion is needed via the Rigify controls.


Thanks for this great tool  for Blender!!



RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


Victor.Soupday
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The preview mode binds the rigs together so that whatever is played on the source rig is re-targeted live through the retarget rig and overrides all the Rig controls on the current character rig (and can only be played at the origin). The re-targeted animation needs to be baked into the Rigify controls to be usable. The preview mode is there to quickly preview and tweak the animations before Baking them into actions specifically for that character's Rigify rig.

Turning preview mode off or baking the retargeted animation will give you back control of the rig.

The workflow is:
  • Preview & tweak the source actions.
  • Bake the actions you want into Rigify actions.
  • Use the rigify baked actions as you want with the Rigify rigged characters.
Victor.Soupday
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But also there should be no foot sliding, especially if the animation being re-targeted is for the character itself.



This is the original animation played over the top of the re-targeted to rigify result, which should be almost exactly the same.
(The blue armature is the original fbx import and both body meshes are overlayed in wireframe.)

It could be that the source armature you're re-targeting from and the source action must match exactly, otherwise the proportions will be wrong.
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Thanks,
I ran my tests with some imotions from some old project possiblity with sources scaled to different sizes , as well as being Mixamo converted etc.

I will test some fresh imotions directly from the included IC7 Content with the base CC avatars.


RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
75% of original size (was 669x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


kanchanpathak4
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I've seen that there is a problem with shorter than normal body for riging. I've imported a child mesh from CC and immediately applied Apply-> All Transforms and then went for Rigify riging and it went correctly rigged. Then to impose previous actions stored from before I have  made all limbs in FK mode, otherwise the result will be deformed. I don't know if this process is right or wrong, only Victor.Soupday can tell us about it.
Victor.Soupday
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kanchanpathak4 (4/21/2022)
I've seen that there is a problem with shorter than normal body for riging. I've imported a child mesh from CC and immediately applied Apply-> All Transforms and then went for Rigify riging and it went correctly rigged. Then to impose previous actions stored from before I have  made all limbs in FK mode, otherwise the result will be deformed. I don't know if this process is right or wrong, only Victor.Soupday can tell us about it.


Don't apply transforms on the source rigs, you're changing the relative scaling between the armature and the animations and they need to remain the same.

The rigging process is done in world space and so is at 1.0 scale anyway. You can apply transforms on the mesh objects after the rigging if you want, but avoid doing it before.

Edit: and yes, the actions are FK.
martinvazquezsoto
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Victor.Soupday (4/19/2022)
martinvazquezsoto (4/18/2022)
Hi, folks. Why am I getting these black eyes in Cycles? The materials are there, but when rendered the iris is barely visible. I am using the default settings for eye refraction.


Too much subsurface for Cycles. Rebuild the materials for cycles in the Character settings panel.


No, it´s not related to that.
Victor.Soupday
Victor.Soupday
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martinvazquezsoto (4/21/2022)
Victor.Soupday (4/19/2022)
martinvazquezsoto (4/18/2022)
Hi, folks. Why am I getting these black eyes in Cycles? The materials are there, but when rendered the iris is barely visible. I am using the default settings for eye refraction.


Too much subsurface for Cycles. Rebuild the materials for cycles in the Character settings panel.


No, it´s not related to that.


You sure about that? Because it looks like the exact problem I put in fixes for a while back:



The problem being: Random walk Subsurface scattering blends in way too much darkness and the refractive Iris materials needed brightening up.

Are you using an older version of the add-on that doesn't have these fixes?
martinvazquezsoto
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Victor.Soupday (4/21/2022)
martinvazquezsoto (4/21/2022)
Victor.Soupday (4/19/2022)
martinvazquezsoto (4/18/2022)
Hi, folks. Why am I getting these black eyes in Cycles? The materials are there, but when rendered the iris is barely visible. I am using the default settings for eye refraction.


Too much subsurface for Cycles. Rebuild the materials for cycles in the Character settings panel.


No, it´s not related to that.


You sure about that? Because it looks like the exact problem I put in fixes for a while back:



The problem being: Random walk Subsurface scattering blends in way too much darkness and the refractive Iris materials needed brightening up.

Are you using an older version of the add-on that doesn't have these fixes?


Yes, I was doing that. I´ve updated to the last version of the plugin, with Blender 3.0, and after some back and forth, I´ve concluded that for whatever reasons, the Rebuild Materials button is not working for me.

But if I reimport the model from scratch, with the correct options marked, the materials work OK.

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