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Blender Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 4.8 stars based on 17 votes.
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Blender Auto Setup

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barca-8
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Hello. I'm new to the plugin.

I'm able to export from CC4 to Blender using Plugins->Blender Pipeline->Export Character To Blender.
I import the character into Blender using CC Pipeline (tab) "Import Character"
I make a random change to the character's shirt and also change the character's skin color using Material Parameters->Adjust Parameters Hue and Saturation.
Changes are reflected in the character's appearance in Blender.

I return to CC4 and import the fbx exported from CC using Plugins->Blender Pipeline->Import Character from Blender.
The "import textures" checkbox is checked by default.
The import completes. The edit to the mesh is there but the character's skin color hasn't changed.
Any ideas on what I might have done wrong?

Thank you  (Incredible add-on, btw!!!)

76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/5263f304-b994-4246-abdb-b9fb.jpg76% of original size (was 662x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/270f2889-538a-4519-8de1-f566.jpg



animagic
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I don't use the plugin, so this is a guess.

In case you use SkinGen in CC4, the settings of that will generate the skin materials, overriding any chages you have made in the actual textures themselves. If you want to adjust the skin color it is better to that in CC.

Victor will surely have a more complete answer.



Victor.Soupday
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The parameters in red don't have equivalent settings in CC4's materials and can't be exported back.

That said, I've since figured out how to set the Hue/Saturation/Brightness on material textures in CC4 so I can probably include them in the export now.
barca-8
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Ok. Thank you.
mtscontrolcenter
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Hi there, I am having a problem with importing my cc4 character with modifications from Blender to CC4. I keep getting a no FBX key error. FBX key invalid. I even tried to see if the problem still exists without modifying and it still does. 
Beansupreme
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I'm having an issue where i export a iclone 8 character with animation, not applying rigify or anything. At this point the character keyframes are placed at the beginning of the timeline in blender and not at the keyframe position that i have them in iclone (frames 2045-2428).

Tested exporting from cc4 frames 300-700 to blender and it put the keyframes off as well, but with cc it's not at frame 1 unless i uncheck "first frame in bind--pose" and then its off a different number.
sternbach
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Hi Victor,
I don't know if this is a problem, but I get the following errors when importing a character.
Blender version 4.03RC,  CC/IC tools 2.0.2

Any advise?
Tia and cheers,
Peter

BE-M True
Link_ID True
Deform : True
Non-Deform : True
Twist : True
Share : True
RNA::on_mode_change -> OBJECT ['BE-M']
################
'UVWarpModifier' object has no attribute 'node_group'
################
'DisplaceModifier' object has no attribute 'node_group'
################
'DisplaceModifier' object has no attribute 'node_group'
Info: All Done!

RNA::on_active_object_change -> 'CC_Base_Body.003'
################
'ArmatureModifier' object has no attribute 'node_group'



Victor.Soupday
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sternbach (1/25/2024)
Hi Victor,
I don't know if this is a problem, but I get the following errors when importing a character.
Blender version 4.03RC,  CC/IC tools 2.0.2

Any advise?
Tia and cheers,
Peter

BE-M True
Link_ID True
Deform : True
Non-Deform : True
Twist : True
Share : True
RNA::on_mode_change -> OBJECT ['BE-M']
################
'UVWarpModifier' object has no attribute 'node_group'
################
'DisplaceModifier' object has no attribute 'node_group'
################
'DisplaceModifier' object has no attribute 'node_group'
Info: All Done!

RNA::on_active_object_change -> 'CC_Base_Body.003'
################
'ArmatureModifier' object has no attribute 'node_group'





They look like internally generated warnings. Maybe from another add-on or bugs (or just some diagnostic logging) in the Release Candidate? I don't see these warnings in 4.0.2 so I think you can ignore this.
sternbach
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Victor.Soupday (1/25/2024)
[quote]sternbach (1/25/2024)
They look like internally generated warnings. Maybe from another add-on or bugs (or just some diagnostic logging) in the Release Candidate? I don't see these warnings in 4.0.2 so I think you can ignore this.


Thank you Victor! 
By the way, is there an easy way to change textures - if you have different versions of a character with different skins/make-up?
Victor.Soupday
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sternbach (1/25/2024)
Victor.Soupday (1/25/2024)
[quote]sternbach (1/25/2024)
They look like internally generated warnings. Maybe from another add-on or bugs (or just some diagnostic logging) in the Release Candidate? I don't see these warnings in 4.0.2 so I think you can ignore this.


Thank you Victor! 
By the way, is there an easy way to change textures - if you have different versions of a character with different skins/make-up?


You could always import the other character and delete the mesh, but keep the materials to swap out.

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