Profile Picture

Blender Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 4.8 stars based on 17 votes.
1
...
22
23
24
25
26
...
58

Blender Auto Setup

Author
Message
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
CC/iC Blender Tools 1.3.8

Github: Github Project Page - Releases
Online Documentation: Documentation
CC3 Plugin:
CC3 Plugin Releases
CC4 Plugin: CC4 Plugin Releases

Changelog:
1.3.8
  • UI naming update.
  • Repository rename to cc_blender_tools (title CC/iC Blender Tools), old repo links still apply.
  • Initial support for exporting any non-standard characters to CC4.
    • Character should be aligned -Y forward, Z up for correct bone translation in CC4.
    • Json data constructed on export to try and reconstruct materials using the CC4 Blender Tools Plugin.
      • Materials must be based on Principled BSDF otherwise only texture name matching is possible.
    • non-standard characters rigged with Auto-Rig Pro will (try to) invoke the ARP export operator (if installed)
      • ARP export operator cleans up the rig and leaves only the relevent deformation bones.
    • Import functions expanded to allow import from FBX, GLTF and VRM for non-standard characters.
      • These are not considered to be CC/iC characters and have no material parameter, rigging or physics options.
1.3.7
  • Iris Color and Iris Cloudy Color added.
  • Tool bar tab renamed from CC3 to CC/iC
  • Some UI button name changes.

Main feature is non standard character export to CC4.
With armature select, the Export Non Standard button will export the character and generate JSON data to reconstruct the character's materials correctly with the CC4 Blender Tools plugin (1.0.7).
(Mainly works with Prinicpled BSDF based shaders, input channels will be stored or baked as textures. For non BSDF materials it will attempt to match texture/image names with the PBR channels.)

I've also expanded the Import Character button to import more file types (FBX, GLTF, GLB, VRM). This allows for converting certain character model types. (Only VRoid VRM are handled differently at the moment, but it can be expanded later.)



Also, when exporting non standard characters, if the rig is detected as an Auto-Rig Pro control rig, the add-on will invoke the ARP export operator rather than the base FBX exporter, which means the character skeleton will be cleaned nicely up for CC4.



It's all a bit experimental at the moment so bear with any bugs. There are so many different possibilties, this could take a while to get right.
oldnewusa
oldnewusa
Posted 3 Years Ago
View Quick Profile
Senior Member

Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)

Group: Forum Members
Last Active: 3 Months Ago
Posts: 33, Visits: 297


Fixed:  The problem was when i Exporting cc3 char. NEVER TICK this option: i used to tick this before we have RIGIFY plugin in Auto Seutp tool . Let This UNTICKED. (unchecked)47% of original size (was 1083x709) - Click to enlarge


47% of original size (was 1083x709) - Click to enlarge
oldnewusa
oldnewusa
Posted 3 Years Ago
View Quick Profile
Senior Member

Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)

Group: Forum Members
Last Active: 3 Months Ago
Posts: 33, Visits: 297
Victor.Soupday (5/16/2022)
Has it been converted to GameBase or material merged?

It uses UV maps to calculate the vertex positions of the face rig, without a definitive known UV map, it's not possible to do that.

Is that from the Quick rig setup or the Advanced?
(The quick setup is supposed to delete the face rig and, keep just the jaw and eye controls, when it's not possible to fit it from the UV map)

Or did it throw any traceback errors?


Victor the second char is 100% Default zero changes, export like in Your video tutorial. Its start to happen when i update to version 1.3.6 , dosnt matter wich method, basic or advance rigify. Im on 2.93.0 version. Before update to 1.3.6 everything works fine. There is no errors/alerts.

Can you check it on your version 2.93 please with default char and 1.3.6 of plugin thanks a lot <3 

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
Has it been converted to GameBase or material merged?

It uses UV maps to calculate the vertex positions of the face rig, without a definitive known UV map, it's not possible to do that.

Is that from the Quick rig setup or the Advanced?
(The quick setup is supposed to delete the face rig and, keep just the jaw and eye controls, when it's not possible to fit it from the UV map)

Or did it throw any traceback errors?
oldnewusa
oldnewusa
Posted 3 Years Ago
View Quick Profile
Senior Member

Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)Senior Member (308 reputation)

Group: Forum Members
Last Active: 3 Months Ago
Posts: 33, Visits: 297
Im just courius what im doing wrong Ver 1.3.6 
Body rig is Fine , but face , something screwed up since few days. This is not a first char. Face was work correct but i have no idea.
47% of original size (was 1083x709) - Click to enlarge

even default char
47% of original size (was 1083x709) - Click to enlarge
any ideas please?
AutoDidact
AutoDidact
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)

Group: Forum Members
Last Active: Last Month
Posts: 2.1K, Visits: 13.6K
Victor.Soupday (5/13/2022)
AutoDidact (5/13/2022)
Victor, for clarification, does the latest build still work with CC3 PIPELINE,
I UNDERSTAND that the development has to adapt to IC 8,so I don't want want to update to an incompatible version as I won't be moving to Iclone 8 .


Yes, it still works with CC3/iC7. That's not going to change.

Thank you!!


RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
47% of original size (was 1083x709) - 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


Mike Giggs
Mike Giggs
Posted 3 Years Ago
View Quick Profile
Senior Member

Senior Member (292 reputation)Senior Member (292 reputation)Senior Member (292 reputation)Senior Member (292 reputation)Senior Member (292 reputation)Senior Member (292 reputation)Senior Member (292 reputation)Senior Member (292 reputation)Senior Member (292 reputation)

Group: Forum Members
Last Active: Last Month
Posts: 11, Visits: 811
Thank you. Its working now,
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
AutoDidact (5/13/2022)
Victor, for clarification, does the latest build still work with CC3 PIPELINE,
I UNDERSTAND that the development has to adapt to IC 8,so I don't want want to update to an incompatible version as I won't be moving to Iclone 8 .


Yes, it still works with CC3/iC7. That's not going to change.
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
Mike Giggs (5/13/2022)
Hey. The rigify controls work. basic and advanced with and without face rig.
But it doesn't work with a animated motion.
Is there a way to fix this?
https://youtu.be/6-yRyn5QNyE


That's because the rig is in FK mode. After previewing retargeted actions on the Rig it puts it in FK mode (Otherwise the IK overrides everything)
If you want the IK handles to work you have to set the IK->FK influence to 0, for each limb:

47% of original size (was 1083x709) - Click to enlargehttps://forum.reallusion.com/uploads/images/5f193a73-43de-46d4-8383-38d5.png
AutoDidact
AutoDidact
Posted 3 Years Ago
View Quick Profile
Distinguished Member

Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)Distinguished Member (6.1K reputation)

Group: Forum Members
Last Active: Last Month
Posts: 2.1K, Visits: 13.6K
Victor, for clarification, does the latest build still work with CC3 PIPELINE,
I UNDERSTAND that the development has to adapt to IC 8,so I don't want want to update to an incompatible version as I won't be moving to Iclone 8 .


RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
47% of original size (was 1083x709) - 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



1
...
22
23
24
25
26
...
58



Reading This Topic

1 active, 0 guests, 1 member, 0 anonymous.