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oldnewusa
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oldnewusa
Posted 3 Years Ago
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Group: Forum Members
Last Active: 11 Months Ago
Posts: 33,
Visits: 297
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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.  even default char  any ideas please?
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Victor.Soupday
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Victor.Soupday
Posted 3 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 569,
Visits: 9.0K
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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?
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oldnewusa
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oldnewusa
Posted 3 Years Ago
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Group: Forum Members
Last Active: 11 Months Ago
Posts: 33,
Visits: 297
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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
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oldnewusa
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oldnewusa
Posted 3 Years Ago
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Group: Forum Members
Last Active: 11 Months Ago
Posts: 33,
Visits: 297
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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) 
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Victor.Soupday
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Victor.Soupday
Posted 3 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 569,
Visits: 9.0K
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CC/iC Blender Tools 1.3.8Github: 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.
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Smit_R
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Smit_R
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 83,
Visits: 5.5K
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This is only getting better....and better. Thanks, Victor!
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4u2ges
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4u2ges
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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It sure is getting better. Thanks! I wonder now if there are plans to allow props for round trip export/import: CC > Blender >CC or iClone> Blender > iClone I can do that now by attaching props to hip bone of any character. But since CC allows now props export to FBX, it would be nice to have them back with materials intact. AFAICS, I can import props into Blender with your add-on just fine (it comes as character though) from iClone or CC FBX export. All materials are intact (Json file is generated there for a reason?). But no way to export out (no fbxkey). I guess for loose props there has to be a separate pipeline routine?
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4u2ges
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4u2ges
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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I also wonder if it's possible to implement sort of "hybrid" Export mode. This is for the case where standard CC character is tweaked in Blender one way or another, which makes it impossible to import with FBX key (additional bones, edited mesh...). And allow such a character to export as non-standard. CC pretty much recognizes CC rid for such characters and auto-map it converting it to non-standard. However, it would have been awesome if we had an ability to Export such characters as non-standard out of Blender so that all materials/texture would retain when importing to CC. As of now such character recognized as Standard in "Import Character from Blender", asking for FBX key and when supplied the character comes back all messed up of course. An example of practical use, is adding butt spring bones for instance - we just talked about it in the other thread: https://forum.reallusion.com/FindPost515627.aspx
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Victor.Soupday
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Victor.Soupday
Posted 3 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 569,
Visits: 9.0K
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4u2ges (5/22/2022) It sure is getting better. Thanks!
I wonder now if there are plans to allow props for round trip export/import: CC > Blender >CC or iClone> Blender > iClone I can do that now by attaching props to hip bone of any character.
But since CC allows now props export to FBX, it would be nice to have them back with materials intact. AFAICS, I can import props into Blender with your add-on just fine (it comes as character though) from iClone or CC FBX export. All materials are intact (Json file is generated there for a reason?). But no way to export out (no fbxkey).
I guess for loose props there has to be a separate pipeline routine?
Props needed a little bit of reworking in the add-on and the plugin, bu it's looking good: 4u2ges (5/24/2022)
I also wonder if it's possible to implement sort of "hybrid" Export mode. This is for the case where standard CC character is tweaked in Blender one way or another, which makes it impossible to import with FBX key (additional bones, edited mesh...). And allow such a character to export as non-standard. CC pretty much recognizes CC rid for such characters and auto-map it converting it to non-standard. However, it would have been awesome if we had an ability to Export such characters as non-standard out of Blender so that all materials/texture would retain when importing to CC. As of now such character recognized as Standard in "Import Character from Blender", asking for FBX key and when supplied the character comes back all messed up of course. An example of practical use, is adding butt spring bones for instance - we just talked about it in the other thread: https://forum.reallusion.com/FindPost515627.aspx Turning CC3+ characters into humanoids doesn't quite work out. There seems to be a limitation that materials on humanoids (or anything else) cannot have the digital human skin / teeth / tongue & eye shaders. Only the hair shaders seem to be retained: (The plugin does try to set the shader type defined in the Json, so the shader change is either not applying or they're being reverted to PBR by CC4)
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4u2ges
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4u2ges
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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That is just awesome! I love those new buttons in Export and Object Management in 1.3.9. Waiting impatiently. The inability to assign DHS (for skin and eyes) to non-standard was bugging me since CC3.3 where after importing from 3DX at the time there was no way to assign DHS material back to character. Finally someone put a request to FT I certainty hope RL would get to it at some point. Everyone, please vote for it! Yesterday I put together some routine for meantime https://forum.reallusion.com/FindPost515668.aspx but with 1.3.9 release it would be whole lot easier. Though there is a major bug with facial bones auto-map in all CC HIK profiles: https://forum.reallusion.com/FindPost515676.aspx I will have to put it into FT as well. Thanks again for a quick response!
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