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Message
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cristine
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cristine
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 1,
Visits: 5
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Hi, I am having issues with connecting the prefab to the avatar to add animations (see screenshot). The system DOES see the avatar, but when I click on it, nothing happens and source goes back to "None". Please advise. 75% of original size (was 667x19) - Click to enlarge
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sickybricky
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sickybricky
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1,
Visits: 8
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Sorry if this has been asked before, but does the Unity exporter support non-exportable (hair strands) hair? For instance this pack: https://marketplace.reallusion.com/bow-adorned-braid-bun Cheers!
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objectnull
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objectnull
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 8,
Visits: 125
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hello, i was just testing the wrinkle maps, first in urp then in hdrp, but i cant get it to work out of the box, and i don't know why what is did, unity hdrp project, with the HDRP reallusion plugin from git. version 1.5.2. exported the default kevin character with the default talking animation. did the setup then in unity. character looks great and plays the correct animation. except from the wrinkles does somebody know what i missed here? images in cc4 and unity (same frame) 75% of original size (was 667x19) - Click to enlarge 75% of original size (was 667x19) - Click to enlarge 75% of original size (was 667x19) - Click to enlarge
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Victor.Soupday
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Victor.Soupday
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 569,
Visits: 9.0K
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objectnull (9/29/2023) hello, i was just testing the wrinkle maps, first in urp then in hdrp, but i cant get it to work out of the box, and i don't know why what is did, unity hdrp project, with the HDRP reallusion plugin from git. version 1.5.2.
exported the default kevin character with the default talking animation. did the setup then in unity. character looks great and plays the correct animation. except from the wrinkles
does somebody know what i missed here?
images in cc4 and unity (same frame)
Is that in Play mode? It's this problem: https://forum.reallusion.com/FindPost541024.aspxIt's fixed in the upcoming version, but you can fix it yourself in your version by replacing the start() function in the WrinkleManager.cs script, as directed.
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objectnull
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objectnull
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 8,
Visits: 125
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Victor.Soupday (9/29/2023)
objectnull (9/29/2023) hello, i was just testing the wrinkle maps, first in urp then in hdrp, but i cant get it to work out of the box, and i don't know why what is did, unity hdrp project, with the HDRP reallusion plugin from git. version 1.5.2.
exported the default kevin character with the default talking animation. did the setup then in unity. character looks great and plays the correct animation. except from the wrinkles
does somebody know what i missed here?
images in cc4 and unity (same frame)
Is that in Play mode? It's this problem: https://forum.reallusion.com/FindPost541024.aspxIt's fixed in the upcoming version, but you can fix it yourself in your version by replacing the start() function in the WrinkleManager.cs script, as directed. thanks you for the quick reply. it is indeed in playmode. ill try out your fix.
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objectnull
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objectnull
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 8,
Visits: 125
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Is that in Play mode? It's this problem: https://forum.reallusion.com/FindPost541024.aspxIt's fixed in the upcoming version, but you can fix it yourself in your version by replacing the start() function in the WrinkleManager.cs script, as directed. does it also need to work in editor mode? because that is also not the case here. i replaced the code but that does not fix it for me (not in editor/play mode) this is my result in the editor 75% of original size (was 667x19) - Click to enlarge
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Victor.Soupday
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Victor.Soupday
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 569,
Visits: 9.0K
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objectnull (9/29/2023) [quote] does it also need to work in editor mode? because that is also not the case here. i replaced the code but that does not fix it for me (not in editor/play mode)
Yes it works in editor mode. But I think I know what might be going on: Did you install the CC/iC Unity Tool package using the Package Manager or did you just drop the files into your Assets folder? Because if you put the package into the assets folder, it won't find the Wrinkle Masks needed to drive the wrinkle system, because it looks only in the Packages folders. Easy to fix for this if you want to just keep it in Assets: Importer.cs (Line 2515): private void ApplyWrinkleMasks(Material mat) { string[] folders = new string[] { "Assets", "Packages", fbmFolder, texFolder };
private void ApplyWrinkleMasks(Material mat)
{
string[] folders = new string[] { "Assets", "Packages", fbmFolder, texFolder };
I've been wondering why some people have said the Wrinkles didn't work. I think this might be why. It's really meant to be installed as Package so that it's easy to upgrade/replace and it manages all the dependencies and keeps the code isolated from the main project (so any problems with the package won't stop your project compiling). But it wouldn't hurt if it worked both ways. Assuming this is the problem of course.
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objectnull
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objectnull
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 8,
Visits: 125
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alright, that does make sense, i just copy pasted the files to the project without using the package manager. ill try todo that first now,
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objectnull
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objectnull
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 8,
Visits: 125
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alright, that did the trick. add it to the package manager by adding the git url.
thank you for your help
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dan.goyette
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dan.goyette
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 83,
Visits: 379
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Something seems really messed up with the _extracted meshes that are generated by using Two Pass hair are enormous. For example, I created a new CC4 project, and added the default CC4 "Kevin" model, and exported the character (With Subdivided mesh enabled). The resulting FBX file is about 33 MB in size. I imported it with CC/iC tools, and it extracted a mesh "Classic_short_ExtractedHairMesh0.mesh" that is 1.1 GB in size, which is something like 35 times the size of the FBX. The other extracted meshes are also just about as big as the original FBX too. 75% of original size (was 667x19) - Click to enlarge If I inspect this file, I see it claims to have "vertexCount: 32561", and it proceeds to list those 32561 vertices. However, immediately after vertex 32561, it starts over again at vertex 0, completely duplicating the vertex data. In this particular _extracted mesh, the data is duplicated over 200 times. It seems that there are as many duplicate sets of data as there are blendshapes on the model. In MeshUtil.cs, if I comment out the blend shape code after the "// copy any blendshapes across" comment, the resulting extracted mesh is MUCH smaller.
Note that if you set the FBX model to "Legacy Blend Shape Normals", that reduces the size of the extracted mesh from 1.2 GB to about 250 MB. That still seems huge compared to the 33 MB FBX it's coming from.
Anyway, I'm not sure if it's a bug that's causing duplication of this content if there are blend shapes? Or if blend shapes really have this impact on a mesh?
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