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inash
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Question. Does the "Apply CC Textures" feature in Unreal Engine work ONLY for the custom metahuman you just imported/created or can it be applied to any Metahuman? I'm asking because I've made a custom Metahuman with CC4 Morphs using Faceform Wrap and Metapipe. And I'd love to apply the textures from the CC4 Model that the morph was created with, directly to the Metahuman version. If not, I guess I'll have to finish creating the CC4 Metahuman and then transfer the textures to the Metapipe version. Thanks
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StyleMarshal
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StyleMarshal
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inash (7/2/2024) Question. Does the "Apply CC Textures" feature in Unreal Engine work ONLY for the custom metahuman you just imported/created or can it be applied to any Metahuman?
I'm asking because I've made a custom Metahuman with CC4 Morphs using Faceform Wrap and Metapipe. And I'd love to apply the textures from the CC4 Model that the morph was created with, directly to the Metahuman version. If not, I guess I'll have to finish creating the CC4 Metahuman and then transfer the textures to the Metapipe version.
ThanksShould work as long as you haven't changed the UVs
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hoodtronik
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hoodtronik
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Bassline303 (7/2/2024)
inash (7/2/2024) Question. Does the "Apply CC Textures" feature in Unreal Engine work ONLY for the custom metahuman you just imported/created or can it be applied to any Metahuman?
I'm asking because I've made a custom Metahuman with CC4 Morphs using Faceform Wrap and Metapipe. And I'd love to apply the textures from the CC4 Model that the morph was created with, directly to the Metahuman version. If not, I guess I'll have to finish creating the CC4 Metahuman and then transfer the textures to the Metapipe version.
ThanksShould work as long as you haven't changed the UVs Thanks Bassline! Reallusion Support just sent me this " With the plugin, you can only apply to the Metahuman with the name you created for your Metahuman Identity. But once you have the textures, you should be able to swap them with other Metahumans, since all Metahumans have the UV." I'm still going to tinker and try experimenting with the names, etc. to see if there is a more direct way. But at least I know a path forward. Thanks as always!
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oberdoofus
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oberdoofus
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Hi Has anyone run into this issue before? I have a CC3 character with stylized (largeish) eyes. In CC it looks fine but when i import to unreal (UE5.3) I can see through his head all the way to the horizon! I've tried tweaking the inner eye with sliders (headshot) with a little success, converting the headskin into two-sided, i suppose i could push the eyes out a bit with EyeBall depth sliders or using edit Mesh(?) - but really I'm just curious why it seems to look fine in CC but when I export to UE that section of the eyes appears to disappear? Especially since i don't recall this being an issue with similar characters before. (Might it be something to do with them being a little old? - originally made for UE 5.0 and migrated to 5.3? I also recently updated autosetup, so replaced CC Shaders with a new version and also added the CC ControlRig plugin FWIW) As always, any help much appreciated! UPDATEI ended up fixing the inner eye using CC sliders to hide the gaps but still curious as to why the problem emerged in the first place! Anyone doing big stylized eyes run into similar issues? 79% of original size (was 640x436) - Click to enlarge
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make.snsd.mv
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make.snsd.mv
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thanks Boss I try to bring the character with hairs if we use this method, the hairs polygons will be too many for physics simulation
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StyleMarshal
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StyleMarshal
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oberdoofus (7/4/2024)
Hi Has anyone run into this issue before? I have a CC3 character with stylized (largeish) eyes. In CC it looks fine but when i import to unreal (UE5.3) I can see through his head all the way to the horizon! I've tried tweaking the inner eye with sliders (headshot) with a little success, converting the headskin into two-sided, i suppose i could push the eyes out a bit with EyeBall depth sliders or using edit Mesh(?) - but really I'm just curious why it seems to look fine in CC but when I export to UE that section of the eyes appears to disappear? Especially since i don't recall this being an issue with similar characters before. (Might it be something to do with them being a little old? - originally made for UE 5.0 and migrated to 5.3? I also recently updated autosetup, so replaced CC Shaders with a new version and also added the CC ControlRig plugin FWIW) As always, any help much appreciated! UPDATEI ended up fixing the inner eye using CC sliders to hide the gaps but still curious as to why the problem emerged in the first place! Anyone doing big stylized eyes run into similar issues? 79% of original size (was 640x436) - Click to enlarge it is hard to say without seeing the shader but it looks like the "lacrimal / Caruncle" is miising or has a wrong shader ( translucent ? ) 79% of original size (was 640x436) - Click to enlarge 79% of original size (was 640x436) - Click to enlarge 79% of original size (was 640x436) - Click to enlarge 79% of original size (was 640x436) - Click to enlarge
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oberdoofus
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oberdoofus
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@bassline Thanks Bass - as always - you da man! Will check it out.
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OB1Flow
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Is there a quick way to locate a livelink character from iclone to a specific spot on the unreal map? Currently I'm offsetting the location inside iclone but that alters the anim.
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StyleMarshal
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StyleMarshal
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OB1Flow (7/7/2024) Is there a quick way to locate a livelink character from iclone to a specific spot on the unreal map? Currently I'm offsetting the location inside iclone but that alters the anim.Hey dude , how is it going? 😁 Add a Live Link Origin , place it in the scene, parent the CC Character under it and zero out the CC Character. Now you can use the Origin to place the Character where ever you want. 79% of original size (was 640x436) - Click to enlarge You can also use an "Empty Actor" works the same : 79% of original size (was 640x436) - Click to enlarge
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OB1Flow
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Thanks! Just playing around again, I'll give this a shot.
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