Profile Picture

Blender Auto Setup

Posted By Victor.Soupday 5 Years Ago
Rated 4.8 stars based on 17 votes.
1
...
48
49
50
51
52
...
58

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: Last Year
Posts: 569, Visits: 9.0K
thart3m8 (10/23/2023)
Hey Victor, i'm a new user in CC4. I've got 15+ years of experience in 3D modeling and rendering and I mainly use Blender. 

Your CC4 to Blender plugin is just amazing, can't see anyone using B. not incorporating it in their workflow. 

I have a major problem though, I'm used to DAZ3D and would now like to do the next step with CC4 which surprised me with the accuracy of the anatomies and materials. I'm currently running the trial version, the problem is that even though anatomies and materials in DAZ are at least one step below CC4, the rigging is, on the other hand, much more efficient than the one used by CC4 when the models are imported into blender.

Daz rigging in blender (using the official plugins and addons) is just perfect, with bone envelopers, weights assigned correctly, and constraints that mimic the expected behavior of each bone. 

This is a massive blocker for me, as I can easily jump in and correct the anatomy/materials provided by DAZ, which is what I currently do in my workflow. But really can't fix each bone of the rigging provided by CC4, so this makes the purchase of CC4 just nonsense for me as i can't pose my models in a blender.  Now, let's clarify that, I'm just a single user and my subscription doesn't make the difference in the annual balance of Reallusion lol.  I'm just saying that i would LOVE to start using CC4 as i recognize it's unprecedented potential and this is the only thing that's stopping me to elevate my work's quality with it.

Is there a way for you, or maybe it's on the to-do list, to improve the plugin in this sense? Literally using the same identical rigging method used by DAZ would make CC4 the best tool for me and for all artists who like to pose their characters directly inside Blender. 

Appreciat your time and efforts, 
Yours Gian


Just to confirm, are you rigifying the character rig after importing or leaving it unmodified?

By default a control rig is not added to the character on import, because:
  • Sending the character back to CC4 or on to other engines requires the base character rig to be unmodified.
  • And/or some people prefer to use Auto Rig Pro, which has is own fully functional rigging procedure with CC4 characters.

So the Rigify control rigging is an extra step in the Rigging and Animation panel, which I'm current trying to un-break for Blender 4.0 beta as the bone layers have changed.

If you have rigified it and you need more done to the rig, tell me what you need. I can't promise to be able to do everything, but as I'm going to be going over all the rigging code to fix it for Blender 4.0, now's as good a time as any for additional improvements.
mac_tyler
mac_tyler
Posted 3 Years Ago
View Quick Profile
New Member

New Member (5 reputation)New Member (5 reputation)New Member (5 reputation)New Member (5 reputation)New Member (5 reputation)New Member (5 reputation)New Member (5 reputation)New Member (5 reputation)New Member (5 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 1, Visits: 10
Hi Victor,

Your plugin is amazing and worked more or less flawlessly when I imported CC4 characters into Blender 3.6.

Since updating to blender 4.0 there has been some issues I noticed on my end when importing a CC4 character via a plugin.

The characters hair looks wonky and near transparent in material preview mode and in eevee rendering like this:https://forum.reallusion.com/uploads/images/273c8b2a-8f21-48da-94c4-5a78.png

It looks fine in Cycles rendering: https://forum.reallusion.com/uploads/images/5dab0192-291e-4b2c-a43e-d57a.png

I also get this "error code" when first importing a CC4 character: https://forum.reallusion.com/uploads/images/7d8ad914-d0ed-4667-9568-ecd5.png.


None of this was an issue in 3.6, do you know what is causing the above issues?
fivemmgames
fivemmgames
Posted 3 Years Ago
View Quick Profile
New Member

New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 2, Visits: 27
Hi, I was wondering if it is possible to export just the head+hair+Facial_expressions to Unity with hair. Basically I want everything happening in this video (https://www.youtube.com/watch?v=dXaxgYn6Xts) but I just want to use the head and remove the body. I can hide the body in Unity using transparent shaders but I don't want the extra geometry and materials/textures to bloat the size of the project/build.
Thanks
fivemmgames
fivemmgames
Posted 3 Years Ago
View Quick Profile
New Member

New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)New Member (7 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 2, Visits: 27
Hi mac_tyler,
I was facing the same hair issue. I fixed it by doing this : Go to settings and change blend mode to alpha clip or hashed. Whichever looks better.

kanchanpathak4
kanchanpathak4
Posted 3 Years Ago
View Quick Profile
Junior Member

Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)Junior Member (136 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 9, Visits: 56
Just Rebuild the materials under Character Build settings and it will fine in Eevee also.
piotrgajda17
piotrgajda17
Posted 3 Years Ago
View Quick Profile
New Member

New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 2, Visits: 40
Heyo, any updates for Blender 4.0 version?
sternbach
sternbach
Posted 3 Years Ago
View Quick Profile
New Member

New Member (48 reputation)New Member (48 reputation)New Member (48 reputation)New Member (48 reputation)New Member (48 reputation)New Member (48 reputation)New Member (48 reputation)New Member (48 reputation)New Member (48 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 6, Visits: 153
piotrgajda17 (11/27/2023)
Heyo, any updates for Blender 4.0 version?

You could try the developer branch :)
https://github.com/soupday/cc_blender_tools/tree/Dev
I'm using it with 4.02.RC
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: Last Year
Posts: 569, Visits: 9.0K
sternbach (11/30/2023)
piotrgajda17 (11/27/2023)
Heyo, any updates for Blender 4.0 version?

You could try the developer branch :)
https://github.com/soupday/cc_blender_tools/tree/Dev
I'm using it with 4.02.RC


There's still things wrong with the export functions for Blender 4, but just for importing the characters into Blender and rigging the Dev branch should work.
piotrgajda17
piotrgajda17
Posted 3 Years Ago
View Quick Profile
New Member

New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)New Member (10 reputation)

Group: Forum Members
Last Active: 2 Years Ago
Posts: 2, Visits: 40
Awesome, thank you very much! It's life saver for me :) 
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: Last Year
Posts: 569, Visits: 9.0K
Pushed it up to date with Blender 4.

There's some data link code in there, very much in the alpha stages, it's slow to keyframe and the network code isn't very stable.
The CC4 plug-in has been updated and it also works in iClone 8. (The export functions seem to work, the import functions not so much)
I also merged the bake add-on into this project.

Version 2.0.0:
Github: Github Project Page - Releases
Online Documentation: Documentation
CC3 Plugin:
CC3 Plugin Releases
CC4 Plugin: CC4 Plugin Releases

Changelog:
2.0.0
  • Blender 4.0 support.
  • WIP Experimental Data Link added:
    • Currently in alpha stages, more a proof of concept at the moment.
  • Bake add-on updated and merged into this project.
1.6.1
  • Object Management:
    • Generic material conversion better detects AO maps in Blender 3+
    • Transfer vertex weights with posed armature fix.
    • Empty transform hierarchy to Prop conversion puts bones in the right correct places.
  • Exporting rigified animations with parented armatures now excludes those armatures from export.


1
...
48
49
50
51
52
...
58



Reading This Topic