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lightbearer
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lightbearer
Posted 3 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 88,
Visits: 530
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Well, I thought I had it. New video below (different character). tl;dr - Exported using plugin and selected Bind T-Pose and keep expressions. Imported into Blender using the plugin (as I did previously). Made changes to shape keys, then checked that the Pose and Rest Poses were the same - they are. Exported from Blender using plugin and imported into CC4. The arms move into the A-Pose. Added a motion to test and the angle of the arms is off. I corrected it using Pose Offset. Things seem fine, but what am I missing in the workflow steps to have the character come in with a T-Pose?
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lightbearer
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lightbearer
Posted 3 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 88,
Visits: 530
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I think I figured it out. I was using File Export FBX with the Blende preset, and I think I forgot to tick the Bind T-Pose option. I exported it with the plugin and ticked that option and things seem to work now.
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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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Just to clarify Victor's reply about using the add on to import the character: you cannot use the Bender FBX import function, you need to use the import button in the CC/iC Pipeline tool itself:  This is becauase the add on does ALOT more than just import the FBX file. It also traanslates and corrects settings in bones, textures and more. Similarly, if you need to delete a character (as I often do when I make a change in iClone and re-export the character), be sure to press the Remove Character (or whatever it's called, I'm working from memory here). It also helps to keep your blender model clear of orphan data which can bloat your blender models. (ie the texture mainly).
- Jeff The Adventures of Capt Sanchez Cybernautic Studios
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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: Last Month
Posts: 569,
Visits: 9.0K
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lightbearer (5/8/2023) I am having an issue when importing back into CC4. The rotation for the character's arms is off. I attempted to reset the character's pose in the Remove tab, but when I apply a motion, the arms go back to being wonky. Transferring to iClone 8 yields the same result.
How are the bones arranged in Blender (the edit bones) are they in the correct place relative to the character mesh? And are the bones in the same place in CC4? It looks almost like the bones are in a T-pose bind pose, but the mesh is in an A-pose. which would cause the arms to rotate further inward as shown.
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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: Last Month
Posts: 569,
Visits: 9.0K
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dev.kh (5/3/2023)
Hello everyone, I have just started using CC4 and Blender, and I have encountered a scripting issue. I have installed the CC/iC Blender Tools 1.5.8.5 plugin in Blender and the CC4 Blender Pipeline Tool 1.1.3 in CC4. The Blender version I am using is 3.5.1. When importing into Blender, I wanted to use "bones from cards" to create a hair rig skeleton. However, I received some error messages and I'm not sure what I missed or what went wrong. Can anyone please help me identify the issue? Thank you. You didn't import the character into Blender using the add-on's import function. (The import character button in the first CC/iC Pipeline panel).
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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: Last Month
Posts: 569,
Visits: 9.0K
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junckerlucas (5/1/2023) Is it possible to export a mesh made in blender, that has ARKIT shapekeys, and import it to CC4, apply a wrinkle map and then export it back to blender?
Not currently. The wrinkle maps are specific to CC3+ characters. Non-standard characters (custom characters imported from Blender) won't work with them.
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lightbearer
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lightbearer
Posted 3 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 88,
Visits: 530
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I am having an issue when importing back into CC4. The rotation for the character's arms is off. I attempted to reset the character's pose in the Remove tab, but when I apply a motion, the arms go back to being wonky. Transferring to iClone 8 yields the same result.
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dev.kh
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dev.kh
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 1,
Visits: 24
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Hello everyone, I have just started using CC4 and Blender, and I have encountered a scripting issue. I have installed the CC/iC Blender Tools 1.5.8.5 plugin in Blender and the CC4 Blender Pipeline Tool 1.1.3 in CC4. The Blender version I am using is 3.5.1. When importing into Blender, I wanted to use "bones from cards" to create a hair rig skeleton. However, I received some error messages and I'm not sure what I missed or what went wrong. Can anyone please help me identify the issue? Thank you.
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junckerlucas
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junckerlucas
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 1,
Visits: 19
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Is it possible to export a mesh made in blender, that has ARKIT shapekeys, and import it to CC4, apply a wrinkle map and then export it back to blender?
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Leodegrance
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Leodegrance
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 72,
Visits: 3.7K
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Enjoying the recent update. Haven't tested the spring bones and physics for cloth just yet, but wrinkles work just great. Only issue I'm having is the FBX exports it seems of CC4 characters imported to iClone for animation and then brought into Blender using the importer. Seems the skin shader doesn't get exported from iClone properly. Direct out of CC4 seems fine. I'm thinking it's a problem in iClone with negative roughness values on the skin. Here's a side by side comparison.  Character on the left is an FBX export from iClone. Character on the right it direct from CC4.
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