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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: 2 days ago
Posts: 569,
Visits: 9.0K
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Well this is a curious thing. The only thing I noticed about the Json data was that you exported the character directly into the root of the drive (G:\)
I've always exported to a sub folder. So I tried that with Kevin exporting directly to my F:\ drive. And when importing into Blender half the textures either didn't work (were bright white) or were missing, even though all the files were there and the json data is correct.
Exporting to a sub folder and everything works.
(Seems to be an unusual bug in Blender's FBX importer when importing fbx files from the root folders of drives.)
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cheyennerobinson_45
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cheyennerobinson_45
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 26,
Visits: 328
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Thank you so much. That fixed the issue.
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Kuddleminski
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Kuddleminski
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3,
Visits: 120
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Hi, apologies if I missed it. Using the search feature in this subforum didn't get me an answer. What's the difference between Detail and Full body sculpting? Other than detail option offering to sculpt upon a duplicate mesh of head, body, or both? The online doc section of it just stated that it was WIP. Thank you for your time. π
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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: 2 days ago
Posts: 569,
Visits: 9.0K
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They both work on copies of the body mesh and they each generate a separate normal/ao layer for the sculpted details. But the main difference is that the body sculpting can also copy back the changes to the base shape, whereas the detail sculpt is for very fine details that don't alter the base shape.
So you have three layers of normals overlayed on top of each other:
Original normals | Body sculpt normals | Detail sculpt normals Original mesh > Body sculpt mesh
You could think of it as the body sculpting is for sculpting changes to the mesh with adjustments to the original normals. The detail sculpting is for creating a separate skin-gen like detail normal layer.
The layers can also be independently exported for use in skin-gen.
(I'm still trying to figure out what's the best work flow for it and if it needs any additional export options)
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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: 2 days ago
Posts: 569,
Visits: 9.0K
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Version 1.5.8: Github: Github Project Page - Releases Online Documentation: Documentation CC3 Plugin: CC3 Plugin Releases CC4 Plugin: CC4 Plugin Releases
Changelog: 1.5.8
- Spring Bones:
- Blender spring bone rigid body simulation added for spring bone hair rigs.
- Spring bone simulation controls.
- Hair spring bone chain renaming.
- Bone generation truncate and smoothing parameters.
- Added support for not quad grid poly mesh hair cards, should work with any hair mesh.
- Rigid body colliders for the spring bones that use the collision shapes from character creator.
- Rigify update for spring bone system.
- FK, IK and tweak bones for spring rigs.
- Rigify and spring bone UI updates.
- Baking spring bone simulation and animation into new animations.
- Exporting rigified spring bone characters and animations, including the rigid body simulation as animation.
- Cloth Physics overhaul:
- Physics UI update.
- Better mapping of PhysX weight map to blender vertex pin weights.
- Physics presets updates, mass, tension and bending to better simulate the cloth type and work more consistently with external forces.
- Cloth physics preset detection on import.
- UI tools for point cache baking.
- Fixes to weight map paint mode resetting texture.
- Browse button for painted weight map, so you can find it.
- Weight map assignment fix for materials with the same base name.
- Sculpt / Mesh:
- Character geometry transfer to shape-keys function.
- Character Objects:
- Add object to character (from another character) now copies the object into the new character.
- Transfer weight maps now works when posed to effectively parent in place target mesh.
- Other:
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rosuckmedia
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rosuckmedia
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.2K,
Visits: 4.8K
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Hello Victor, Thank you for your work and information.ππ I look forward to the demo tutorials. Greetings Robert
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jeff.davies
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jeff.davies
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 300,
Visits: 1.5K
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Hi Victor, I upgraded to the new version this morning. I have a Blender model that I have weight painted and when I use the CC/iC Create tab and try to export as CC3/4 I get the error shown in the screenshot. Any ideas what I'm doing wrong? I'm happy to send over my .blend file if needed.  - Jeff
- Jeff The Adventures of Capt Sanchez Cybernautic Studios
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illuminoctis
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illuminoctis
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 1,
Visits: 29
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(Layered cloth physics on the shawl and dress and spring bone rigid body simulation controlling the hair as this particular hair mesh does not come with cloth physics)
Up next is making some demonstration videos showing how to do it all... Yes, a tutorial showing how you setup all the cloth physics in blender would be greatly appreciated. I'm sorta new to all of this so I'm lost. (I applied cloth physics, weight painted the skirt, bake simulation, and everythings still messed up)
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Leodegrance
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Leodegrance
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 72,
Visits: 3.7K
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Looks amazing. Looking forward to the tutorials. Thanks for the update!
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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: 2 days ago
Posts: 569,
Visits: 9.0K
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jeff.davies (4/17/2023)
Hi Victor, I upgraded to the new version this morning. I have a Blender model that I have weight painted and when I use the CC/iC Create tab and try to export as CC3/4 I get the error shown in the screenshot. Any ideas what I'm doing wrong? I'm happy to send over my .blend file if needed.  - Jeff Looks like you have either a bad reference (an old object that's been deleted but Blender is hanging onto it) parented to the armature or in the selected objects or more likely an 'Empty' type object in the selected objects. Either way I'll need to deal with it more gracefully.
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