Perception Neuron / Character Creator /UE4 Compatibility


https://forum.reallusion.com/Topic252253.aspx
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By fabienb - 9 Years Ago
Looking at purchasing the iClone bundle but need to know how it will work with Character Creator and Perception Neuron. Does anyone have any idea if iClone/Character Creator auto-rigs their characters? Because in order to use any iClone character inside UE4, with any kind of animation, the character will have to be rigged first. Second the animations recorded with the Perception Neuron suit will need to be applied on the rigged character's skeleton, and then exported and imported in UE4 as well. Any information on the workflow would be greatly appreciated. Thanks.
By mtakerkart - 9 Years Ago
For now the only case is (if you have a Neuron kit)  to record in fbx format with the Neuron recorder , then import your motions in 3dxchange pro , conform it as an non-standard motion (character), then export the motions in Iclone , then apply to any CC character you want. clean or Adjust if needed . Then go back your character with motion in 3dxchange pipeline , then export to UDK 4.
When the Neuron plugin in iclone will be avalaible , you'll only record the motion directly on your CC character then export to UDK 4 via 3dxchange pipeline.

I made this little video with a fbx Neuron file they gave few month ago:




By Peter (RL) - 9 Years Ago
fabienb (9/8/2015)
Does anyone have any idea if iClone/Character Creator auto-rigs their characters?


Avatars created with Character Creator are already rigged and ready to animate. There is no manual rigging required whatsoever. Smile

If you wish to export them out to game engines then you will also need 3DXchange 6 Pipeline.

By Rampa - 9 Years Ago
Will the Neuron plugin for iClone support more than one actor being captured simultaneously?
By CaseClosed - 9 Years Ago
Peter (RL) (9/8/2015)
fabienb (9/8/2015)
Does anyone have any idea if iClone/Character Creator auto-rigs their characters?


Avatars created with Character Creator are already rigged and ready to animate. There is no manual rigging required whatsoever. Smile

If you wish to export them out to game engines then you will also need 3DXchange 6 Pipeline.



Peter, why does 3DX Pipeline delete all the face bones (cheeks, brows, eyelids, lips, nose, etc) of CC rigs upon export?  It didn't do that to G5 rigs.  I need the face bones. 

Also, I didn't realize I need 3DX Pipeline AND CC Essentials Pipeline to export essentials pack CC avatars from CC.  This means I'm on a 9 day time limit to get the upgrade to the Essentials Pipeline before the price goes up. So I need to upgrade, BUT only if I can export with face bones.  I have no use to export without face bones. 
By fabienb - 9 Years Ago
Thanks for all the replies. So I'm clear, if I purchase the package below for $599, will that be all I need to go from Perception Neuron, to Character Creator, to iClone, 3DXchange, to CC Essentials to UE4? 

iClone 6 Character Creator Pipeline Suite

By Rampa - 9 Years Ago
@CaseClosed

G6 and CC characters do not have have facial bones, beyond eyes and jaw anyway. G5 was the last generation of iClone characters to have full facial bones. They've moved on to blendshapes (morphs). The current characters are much more like DAZ characters in that respect. Sorry to put a little damper on your excitement. Crying
By CaseClosed - 9 Years Ago
When you import a CC avatar into 3DX you can clearly see face bones in the hierarchy. The second image is a closeup of the list.https://forum.reallusion.com/uploads/images/6360dcca-9334-4da6-a563-5baa.jpghttps://forum.reallusion.com/uploads/images/ef8d84af-0e09-4ffc-9812-6977.jpg
By CaseClosed - 9 Years Ago
If I convert her to a non-standard you can clearly see the face bones.https://forum.reallusion.com/uploads/images/1477ca68-2b3e-4822-8cc8-2c5d.jpg
By Rampa - 9 Years Ago
CaseClosed (9/9/2015)
If I convert her to a non-standard you can clearly see the face bones.https://forum.reallusion.com/uploads/images/1477ca68-2b3e-4822-8cc8-2c5d.jpg

Well that seems like a good one for me to be wrong about! Blush In that case, make sure you are exporting "Motion Plus" animation files.

I'm still on 3DX5, so didn't double check.
By prabhatM - 9 Years Ago

How about a Plugin for Motion builder that would export MOTIONPLUS files for ICLONE ?
Then the user could load both body and facial motions into Iclone !

By CaseClosed - 9 Years Ago
rampa (9/9/2015)
CaseClosed (9/9/2015)
If I convert her to a non-standard you can clearly see the face bones.https://forum.reallusion.com/uploads/images/1477ca68-2b3e-4822-8cc8-2c5d.jpg

Well that seems like a good one for me to be wrong about! Blush In that case, make sure you are exporting "Motion Plus" animation files.


I'm curious how exporting MotionPlus animation files would help the situation of exporting the face bones along with the rest of the rig. Can you tell me more?
By CaseClosed - 9 Years Ago
prabhatM (9/9/2015)

How about a Plugin for Motion builder that would export MOTIONPLUS files for ICLONE ?
Then the user could load both body and facial motions into Iclone ! 




YES... this would be fantastic. Or a plugin to export MOTIONPLUS 
files from MAYA to iCLONE.
Right now I will take a patch/plugin to get 3DX PIPELINE to export a CC rig WITH Face Bones to FBX as promised. BigGrin

Post Quoted Reply
By mtakerkart - 9 Years Ago
@CaseClosed
How do you convert to non-standard a CC? Mine is grey out... May because you've the pipeline version?

https://forum.reallusion.com/uploads/images/a1842170-7d19-4e8c-ba1b-a782.jpg
By CaseClosed - 9 Years Ago
mtakerkart (9/9/2015)
@CaseClosed
How do you convert to non-standard a CC? Mine is grey out... May because you've the pipeline version?


That's a good question Smile  I forgot where I was in the process. Looks like I had reimported the FBX file. The face bones show up in 3DX, but I don't know if they work.  I've applied MotionPlus created with Puppet Tool and Face Key, but from what I understand that's all blend shapes now.

The face bones show up in Maya as empty nodes with no joints and no weighting. I've shown the entire process to Reallusion support --- shown that it works for G5, but not for CC. So far (since Thursday I think?) they don't have an answer for me.

---
https://forum.reallusion.com/uploads/images/2f6882ed-a6b1-4c42-a80d-5011.jpg
By Rampa - 9 Years Ago
CaseClosed (9/9/2015)
mtakerkart (9/9/2015)
@CaseClosed
How do you convert to non-standard a CC? Mine is grey out... May because you've the pipeline version?


That's a good question Smile  I forgot where I was in the process. Looks like I had reimported the FBX file. The face bones show up in 3DX, but I don't know if they work.  I've applied MotionPlus created with Puppet Tool and Face Key, but from what I understand that's all blend shapes now.

The face bones show up in Maya as empty nodes with no joints and no weighting. I've shown the entire process to Reallusion support --- shown that it works for G5, but not for CC. So far (since Thursday I think?) they don't have an answer for me.

---
https://forum.reallusion.com/uploads/images/2f6882ed-a6b1-4c42-a80d-5011.jpg

apparently I was partially correct in saying the G6 characters don't use facial bones. It makes sense that they would not change the skeleton, there's no real need to.
By CaseClosed - 9 Years Ago
It makes sense that they would not change the skeleton, there's no real need to.


The face bones are there. I'm pretty sure they are being used i.e. when the jaw opens, bones for the lips and cheeks are probably necessary because blend shapes won't work at that moment. 

But regardless, I see them, and I want them! BigGrin
The rest of the rig makes it into Maya, working and animatable, so please apply the same transfer to the face bones Smile
Thanks!

By Rampa - 9 Years Ago
Eyes and jaw are usually bone-rigged. Daz is that way too.

Does UE4 use a complete face rig?