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Kelleytoons
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Kelleytoons
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
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R Ham (2/25/2024) Nice. I'll give that a try. If you did facial expression (and visemes) in 3DX, you had to turn it into a non-standard first. I couldn't get 3dx to accept the G9 skeleton.
Well, of course it's a non-standard human, just like the Daz cat (the only "standard" humans are those which are CC compatible). And I just defined (and then saved) the G9 skeleton as a preset so it's easy to rig (and even the facial expressions are fairly easy to rig - I've done them enough now that I can redo it all in less than five minutes. Again, I could not find ANY way to do this in CC4 except bringing in each morph one at a time - uggg!).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Kelleytoons
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Kelleytoons
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
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Okay, but in XChange I can easily assign all the visemes to the same visemes in the Expression Editor without having to "import" them (they exist in the FBX file and show up as selectable in that XChange editor). Are you saying you bring them in one at a time or can you also get all the many dozens in at once? Because honestly it takes about five minutes inside of XChange to map everything correctly but I can't see you could do it in CC4 without spending at least 30 minutes (or maybe a lot more). I'll look at that thread when I get a chance to see but I doubt it could be any easier than doing it in XChange.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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AutoDidact
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AutoDidact
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
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I encourage ALL folks to hang onto programs like XChange and iClone 7
3DXchange 7 pipeline greatly streamlines my pipeline for bringing the ragdoll physics into Iclone from the free open source Poser physics plugin for poser 12-13. I run the simulation in poser ( with a poser native) and save the PZ2 for old Daz mike 3 and 3DX imports him pre-animated with his ragdoll animation already in the perform editor ready to save as Imotion for iclone. no “converting to non standard” required.
So yeah I too suggest keeping 3DX installed as it still offers great utility for getting external data into the Iclone ecosystem without alot of manual labor.
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R Ham
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Group: Forum Members
Last Active: 2 Months Ago
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Thank you. I could be wrong, but at this time, I believe I may be able to do this without Blender.
"Less clicks good, more clicks bad."
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R Ham
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Group: Forum Members
Last Active: 2 Months Ago
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It looks like I have more than one approach to consider
As a draftsman on the way up, I was taught, "If a thing looks simple, it's done right. If it looks complicated, it's done wrong." I've always found this to be true. (FWIW, this forum reminds me of the drafting room) Less is always more.
I do find 3DX to be very valuable, but its scaling will make me go blind. That said, I will use it if I have to. No one has mentioned how their approach was lipsynced, what tool was used.
Now I'll try to duplicate these approaches. Good luck to me.
"Less clicks good, more clicks bad."
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AutoDidact
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AutoDidact
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
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No one has mentioned how their approach was lipsynced, what tool was used. .
Not that it matters as my “G9 curiosity” test destination was Blender/C4D/Maya not Iclone. But I used the built-in audio based lipsynch feature that requires you to use the 32 bit version of Daz studio. There are a few really good third party lipsynch plugins for 64b bit Daz but all really expensive and frankly moot as your goal is to use iclone’s native acculip/accuface etc.
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R Ham
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Group: Forum Members
Last Active: 2 Months Ago
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AutoDidact (2/25/2024)
No one has mentioned how their approach was lipsynced, what tool was used. .
Not that it matters as my “G9 curiosity” test destination was Blender/C4D/Maya not Iclone. But I used the built-in audio based lipsynch feature that requires you to use the 32 bit version of Daz studio. There are a few really good third party lipsynch plugins for 64b bit Daz but all really expensive and frankly moot as your goal is to use iclone’s native acculip/accuface etc. Ah, you lipsynced in Daz and brought it in as an animation. My goal is to use iClone lipsync. It worked OK with the Daz House Cat. There will be a way to make it work with G9, I currently assume.
"Less clicks good, more clicks bad."
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R Ham
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Group: Forum Members
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Kelleytoons (2/25/2024)
As I said, I doubt whether G9 will ever be supported natively by CC4 Or when. A few years would not be surprising.
"Less clicks good, more clicks bad."
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R Ham
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Group: Forum Members
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4u2ges (2/24/2024)
I do not use any special routine, other than built-in features of CC4 for making/customizing face morphs/visemes. Once you understand the concept and get a hang of it, making those would become a snap. This is a base RL tutorial for customizing with sliders, bones and mesh edit: LinkI have already shown the import of Body/Mouth visemes for G9 into Face Editor here: https://forum.reallusion.com/FindPost547927.aspxJust added a quick morphs translation and tweak in that video. Tell me please. Is your imported G9 able to use iClone lipsync?
"Less clicks good, more clicks bad."
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AutoDidact
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AutoDidact
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
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Tell me please. Is your imported G9 able to use iClone lipsync?
what has me confused is why Reallusion was not able “transform” Genesis 9 into CC4 as it was done with with the previous genesis figures.
As you know, with CC3 we never actually “imported” genesis figures but merely projected their shapes and textures onto an iclone native base thus making it completely compatible with all of Iclone native facial and body animation tools.
It really did not matter how radically morphed the previous genesis figures were as long as it did not depend on those pesky Daz “geografts.G9 even heavily morphed is not all that radically different as exported FBX as the easy import into other 3DCC’s (without special plugins) proves.
I wonder what is so different this time. Here is the Genesis 2 male with a minotaur morph “imported” via the “transformer” tool and is now a fully native CC3 avatar. talking in Iclone
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