English


Profile Picture

Blender Auto Setup

Posted By Victor.Soupday 4 Years Ago
Rated 4.8 stars based on 17 votes.
1
...
52
53
54
55
56
57
58

Blender Auto Setup

Author
Message
adv.ysharma7
adv.ysharma7
Posted Last Year
View Quick Profile
New Member

New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)New Member (1 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 1, Visits: 2
How to download this?? Sorry new here not able to understand it.
4u2ges
4u2ges
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)

Group: Forum Members
Last Active: Yesterday
Posts: 5.3K, Visits: 16.7K
I meant to ask this for a long time...
We have a button "Export Accessory" in CC Pipeline, but it exports materials "traditional" fbx way without pipeline with a lot of missing textures.

It would have been a great help to add "Convert to Accessory" function.

The way I see it, you select multiple objects and click that button. At this point a CC_Base_Hip bone is getting extruded and named after respective object.
Then object is getting bound to character Armature, vertex group is created (named after extruded bone) and mesh vertices acquire 100% influence from that bone.
Once the character exported from Blender and imported to CC with pipeline, those objects are recognized as "Accessories".

The advantage of this method (as oppose to "Export Accessory") is, that if you import objects fully textured (like from DAZ, USDZ, ..etc) or texture them in Blender,
they import to CC 1:1 with all maps properly applied.
This is how I currently do it: https://forum.reallusion.com/FindPost546499.aspx
I was a bit lazy and only attached as a cloth without making bone for the accessory, but the idea is the same.

I saw today in another thread the Utopia scene exported to Blender from DAZ with Diffeo by AutoDidact.
I did the same thing but went further and exported the scene to CC > iCLone with pipeline with the method above.
(There were too may objects to manually attach them to a character so I merged them all first).

Came out with about 99% accuracy, I did minor tweaks, added  a few iClone trees and lights.

76% of original size (was 665x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/fd0e60ed-7386-4884-a4b5-c0a7.jpg


I guess, you understand where I am going with this ;)
We eventually need a full scene pipeline from Blender to iClone/CC without the need to use a character as a transport.
It should not be difficult I think as most routines for materials/textures binding are already in place.





Victor.Soupday
Victor.Soupday
Posted Last Year
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 Week
Posts: 569, Visits: 9.0K
4u2ges (6/2/2024)
I meant to ask this for a long time...
We have a button "Export Accessory" in CC Pipeline, but it exports materials "traditional" fbx way without pipeline with a lot of missing textures.

It would have been a great help to add "Convert to Accessory" function.

The way I see it, you select multiple objects and click that button. At this point a CC_Base_Hip bone is getting extruded and named after respective object.
Then object is getting bound to character Armature, vertex group is created (named after extruded bone) and mesh vertices acquire 100% influence from that bone.
Once the character exported from Blender and imported to CC with pipeline, those objects are recognized as "Accessories".

The advantage of this method (as oppose to "Export Accessory") is, that if you import objects fully textured (like from DAZ, USDZ, ..etc) or texture them in Blender,
they import to CC 1:1 with all maps properly applied.
This is how I currently do it: https://forum.reallusion.com/FindPost546499.aspx
I was a bit lazy and only attached as a cloth without making bone for the accessory, but the idea is the same.

I saw today in another thread the Utopia scene exported to Blender from DAZ with Diffeo by AutoDidact.
I did the same thing but went further and exported the scene to CC > iCLone with pipeline with the method above.
(There were too may objects to manually attach them to a character so I merged them all first).

Came out with about 99% accuracy, I did minor tweaks, added  a few iClone trees and lights.

...


I guess, you understand where I am going with this ;)
We eventually need a full scene pipeline from Blender to iClone/CC without the need to use a character as a transport.
It should not be difficult I think as most routines for materials/textures binding are already in place.



Uh oh, props. Time to run and hide... Props are a nightmare to deal with. They're a mixture of armature and pose, sometimes directly parented to bones, other times skinned and thoroughly confusing.

But it's interesting timing, as this is exactly where I am at now with the Datalink.

I've figured out (I think) what CC/iClone sends to Blender as props and how to connect the two and that was confusing enough with all the endless bone name duplication. But sending props back to CC/iClone and maintaining the connection is a whole new level of confusing which I have yet to figure out as CC/iClone change the internal structure when they import props, and they change it again when they export it back to Blender...

However, just sending props back is relatively simple for simple structures: i.e. single armatures or a collection of meshes and empties, which I've streamlined into the datalink:



More complicated structures with nested armatures will take more figuring out and will be dependent on correctly ID'ing the bones/transforms on both sides to accurately reconstruct the parenting and sub prop layout.

Worst case scenario is merging the whole scene (or partial scene) into one large armature based structure and sending it back as a single prop. That should work and is the next step for me.
4u2ges
4u2ges
Posted Last Year
View Quick Profile
Distinguished Member

Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)Distinguished Member (22.3K reputation)

Group: Forum Members
Last Active: Yesterday
Posts: 5.3K, Visits: 16.7K
Utterly awesome (and speaking about timing :D)!
Gave me a chance to finally upgrade Blender to v4 (great to have a direct USDZ import) and update Pipeline tools.
Have not tried anything complex but whatever I "Go iCloned" worked perfectly fine.
Thank you for your hard work!




Leodegrance
Leodegrance
Posted Last Year
View Quick Profile
Veteran Member

Veteran Member (681 reputation)Veteran Member (681 reputation)Veteran Member (681 reputation)Veteran Member (681 reputation)Veteran Member (681 reputation)Veteran Member (681 reputation)Veteran Member (681 reputation)Veteran Member (681 reputation)Veteran Member (681 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 72, Visits: 3.6K
Just tested the latest version of the plug-in (2.09) and transferred a character with the Data Link (I called it Live Link, but I guess that's strictly for Unreal or Omniverse).  Really like the ease of use and how quickly everything updates.  I know I'm just scratching the surface.  The previous video where you send props back and forth looks promising and will make arranging props, lights and cameras between the two softwares so much easier.  Keep up the great work Victor!

https://youtu.be/tF32yM6exwo
hohwproductions
hohwproductions
Posted Last Year
View Quick Profile
New Member

New Member (70 reputation)New Member (70 reputation)New Member (70 reputation)New Member (70 reputation)New Member (70 reputation)New Member (70 reputation)New Member (70 reputation)New Member (70 reputation)New Member (70 reputation)

Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 5, Visits: 53
I've just run into the same error with wrinkle maps, everything is up to date from the plugin to Blender. 

Was there a solve for this one? 
mikegris
mikegris
Posted Last Year
View Quick Profile
New Member

New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 7, Visits: 50
Doesn't install into Blender 4.1 for me?
mikegris
mikegris
Posted Last Year
View Quick Profile
New Member

New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 7, Visits: 50
Doesn't install into Blender 4.1 for me?
Victor.Soupday
Victor.Soupday
Posted Last Year
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 Week
Posts: 569, Visits: 9.0K
mikegris (6/16/2024)
Doesn't install into Blender 4.1 for me?


Make sure you're not trying to install the plug-in for CC4 and iClone8 into Blender.

The Plug-in is for CC4 and iClone.
The Add-on is for Blender.

I suspect there are you tube videos or tutorials telling people to install the Plug-in into Blender, which isn't going to work.
mikegris
mikegris
Posted Last Year
View Quick Profile
New Member

New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)New Member (29 reputation)

Group: Forum Members
Last Active: Last Year
Posts: 7, Visits: 50
Thanks a lot for the reply. I've been using the plugins for a while they've always always worked great, however, for the life of me I can't figure out which file is the 'add on' or to tell you the truth, how I got the 2.0.9 add on into blender 4.0.

1
...
52
53
54
55
56
57
58



Reading This Topic

0 active, 0 guests, 0 members, 0 anonymous.
No members currently viewing this topic!