By Miranda (RL) - 7 Years Ago
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Script Download & Update HistoryYou can download the auto-setup tool "Character Creator & iClone Auto Setup" from HERE. - From v1.01, the file format is changed from .zip to .exe. You get the same folders after executing the installation file, and copy the folders for auto setup.
- Once you update Character Creator to 3.1, and update iClone to 7.6 or any version above, an update notice will prompt upon program startup if there is a new release of the auto-setup tool.
Source Code (July 14th, 2021)Source code for Auto Setup plugin was released to the public since July 14th, 2021. You can get a hold of the code and customize it according to your needs. Please visit the forum for more details. Official 1.1 (Sept 2nd, 2020) - Compatible with CC3.31, iClone 7.81 Please read THIS post for more information. Official 1.02 (June 8th, 2020) - Compatible with CC3.2, iClone 7.7- Added: Compatible with Unity 2019.2 and 2019.3.
Official 1.01 (Aug 29th) - Compatible with CC3.1, iClone 7.6 - Added: Shader assignment on props exported from iClone is now automated.
- Enhanced: Linked textures in CC do not associate correctly when exported to Unity. A Json file is provided to fix this inconsistency and apply the textures correctly onto the material.
- Enhanced: Support for multiple LOD meshes bound onto the same skeleton.
- Enhanced: Removed excessive glossiness on the character's skin material in Unity.
- Enhanced: Animation only FBX files will automatically import as humanoid motions.
- Known Issue: Unity Auto Setup does not refresh materials upon completion. One must click on the individual material balls in order to refresh the visuals.
Beta 2.0 (March 19th) - Compatible with CC3.04 or above- Added: Skin material will be supplemented with a Detail Map along with proper subsurface scattering (SSS) settings. (For HDRP Rendering Pipeline only)


- Added: Assign the equivalent UE materials based on what was deployed in CC3:
- Traditional -> Specular
- PBR -> MatellicAlpha, Roughness, Matellic
- Fixed: Auto-processing checkbox is not recording its unchecked/disabled status. (Related issue)
- Fixed: Automatically change the Color Space of project to be Linear after auto processing. (Related issue) -- we shall recommend users to choose Linear colorspace, instead of forcing them to do
Beta 1.3 (Feb. 19th, 2019) - Compatible with CC3.03 or above Beta 1.2 (Jan. 7th, 2019) - Compatible with CC3.03 or above- Fixed: Textures not belong to CC_Assets are relocated and moved unexpectedly. (Related issue)
Beta 1.1 (Dec. 24th, 2018) - Compatible with CC3.03 or above- Added: HDRP and LWRP auto-settings script.

- Fixed: Cornea became white after performing auto-setup. (Related issue)
*Solution: When there is no diffuse map on the cornea, the Auto-Setting script will change the rendering mode from opaque to transparent, and the opacity value will be properly applied. - Enhanced: Automatically set up the rendering mode of hair to be "Fade" to have better visual quality.
Beta 1.0 (Nov. 30th, 2018)
Special Notice & FAQ
Welcome to share your experience with us, thank you :)
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By Dorothy Jean - 7 Years Ago
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Well, this is exactly what i needed but it doesn't work for the fact that I have to export my CC3 character into Blender first in order to fix the teeth open issue and export from blender back into Unity so the materials don't assign. ****edit, was finally able to get everything working!!!
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By Jfrog - 7 Years Ago
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Thanks for the script and tutorial Miranda. I will try this a soon as I can.
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By Kareeem - 7 Years Ago
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The script looks promising! Does it also work with Game Base and combined textures? I think i remember that there were always many duplicate textures with this method...does its not good to just drag the whole export folder in to unity.
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By manaland - 7 Years Ago
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Hello Miranda, Tobias here from Descendent Studios, Austin TX.
The Workflow looks very promising. As we can see, the tutorial is being done inside the SDR(HD) Book of the Dead example scenery. We would love to know about it a little more and hope you can help us to get some open questions answered.
- Is the importer script capable to check for the SRP(HD) pipeline and going to make use of the HD-Lit shaders?
- Is it possible to export from Character Creator 3 by only exporting the FBX with SRP(HD) ready textures and materials?
- 2018.3.0f1 (RC) came out today. We would kindly ask you if there's a schedule for upcoming script support.
Thank you for your time and support,
Tobias Löffler Senior 3D Artist Descendent Studios, Austin TX
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By sunrisebacon - 7 Years Ago
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I followed the video and used the script to export a Game Base character with LOD from the CC trial version.
The prefab and materials were created but it looks like the textures are missing? (sorry, I'm new to 3d graphics).
Do I need to use the CC3 model or is it a problem with the trial version?
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By Dorothy Jean - 7 Years Ago
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I followed the video and used the script to export a Game Base character with LOD from the CC trial version.The prefab and materials were created but it looks like the textures are missing? (sorry, I'm new to 3d graphics).Do I need to use the CC3 model or is it a problem with the trial version? export.jpg (2 views, 49.00 KB)
Hey! I would love to help you. Would be easier to chat through discord. If you are interested you can find me in here: https://discord.gg/CkGjYN5
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By Miranda (RL) - 7 Years Ago
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Hi Kareeem and gregor.heinze,
There will be some tutorials coming up, such as Game Base export, and auto LOD setting. The tutorial for Game Base export shall be ready this week, we will show you how it works. Please wait a moment.
Hi manaland,
I will check with Dev Team, and get back to you this week. :)
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By Miranda (RL) - 7 Years Ago
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Kareeem (12/7/2018) The script looks promising! Does it also work with Game Base and combined textures? I think i remember that there were always many duplicate textures with this method...does its not good to just drag the whole export folder in to unity.
Hi Kareeem, The tutorial for Game Base published. You can perform the auto process with the same script.
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By Miranda (RL) - 7 Years Ago
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manaland (12/8/2018)
- Is the importer script capable to check for the SRP(HD) pipeline and going to make use of the HD-Lit shaders? - Is it possible to export from Character Creator 3 by only exporting the FBX with SRP(HD) ready textures and materials? Hi Tobias,
Yes, we will update our script for support HDRP & LWRP late this month. A new tutorial will come along with this update. In order to satisfy most use cases, we will not only exporting the FBX with HDRP-ready textures/materials.
- 2018.3.0f1 (RC) came out today. We would kindly ask you if there's a schedule for upcoming script support.
We are aware of this, and have been studying the updates. However, RC version is still not stable enough, we won't release the updated script before its official version.
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By Miranda (RL) - 7 Years Ago
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Hi everyone,
The tutorial of "Setting Up LOD for CC3 Characters in Unity 3D" released today. You can use the same script to perform the auto-setup process.
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By manaland - 7 Years Ago
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Hello Miranda! Thank you for this great update and also for the new workflow videos! Tell your great Team to take all the time they need. Better something versatile and usable that will work for a long time than something rushed.
Best and have a great weekend, Tobias
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By Miranda (RL) - 7 Years Ago
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manaland (12/14/2018) Hello Miranda! Thank you for this great update and also for the new workflow videos! Tell your great Team to take all the time they need. Better something versatile and usable that will work for a long time than something rushed.
Best and have a great weekend, Tobias
Thanks Tobias! We will keep fine tuning the code, and prepare more comprehensive manual. We expect to collect as much feedback as possible in December, welcome to share your advice & suggestions.
Have a good weekend too!
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By brent_114049 - 7 Years Ago
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Tell your great Team to take all the time they need. Better something versatile and usable that will work for a long time than something rushed. I totally agree! But, speaking of versatility, is there any chance you would ever either (1) release the source code for CC_Character_Auto_Settings.unitypackage, or (2) put some hooks into it so we can add our own features that run after it is done (or at key points while it is running)?
It is INCREDIBLY useful as is, but I'd love to be able to do things like fix errors (I think it is mapping the wrong shader for one of my character's shoes) or more generally to do something when it is done, like changing shaders, specifying particular settings on those shaders, or even modifying the created prefab. This saves A TON of time as is but I still have a multi-step routine I have to repeat after importing a character... so, I'd love to be able to automate that.
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By brent_114049 - 7 Years Ago
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Or, if you're taking suggestions for future development, what I would love is for this tool to allow us to somehow specify a "configuration" for steps to take. Not sure how it would work, but as an example, below are the notes I have for what I need to do after I import my "Ayako" character. The main three bullets are names of materials. Sub-bullets are the steps I take.
- Ayako_A-Line_Bob
- Shader: Taicg/Hair/HairBasic
- Color: 353535
- Emiss: 2
- Cutoff: 0.3
- Ayako_A-Line_Bob_Scalp
- Shader: Taicg/Hair/HairBasic
- Ayako_StraplessMiniDress
- Shader: Ciconia Studio/Double Sided/Standard/Diffuse Bump
- Specular Intensity: 0.05
- Glossiness: 0.7
Maybe this functionality is something that should belong elsewhere outside of this tool, i.e. a general way to configure and have property changes made automatically/repeatably, but it sort of fits with what it is already doing. Anyway, just a thought - it is an awesome script and I'm very thankful for it!
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By Miranda (RL) - 7 Years Ago
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Hi Brent,
Thanks for your feedback and clear description. The discussion of open source has been addressed internally, and it requires more evaluation. If we need more information, we will contact you directly, thanks :)
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By Miranda (RL) - 7 Years Ago
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To answer Mohab Rizkallah's comments form Tutorial - Setting Up LOD for CC3 Characters in Unity 3D.
Question: Each one of the LODs has its own bone structure, which makes an issue with the character controller
Answer: It's true that each LOD avatar exported from CC has its own bone structure. You can go to Maya or other 3D tool to merge the meshes:
00:00~ Export LOD characters from Character Creator 3 00:40~ Go to Maya to merge the meshes from all LOD characters. Start with importing the FBX of LOD0 character 01:06~ Adjust the pivot to the root 01:40~ Import the FBX of LOD1 character, and rename the mesh 02:21~ Repeat the steps above to import FBXs for other LOD characters 02:41~ Delete the root bone from the “group1” folder, move the LOD meshes to the “group” folder, and delete the group1, group2, group3 folder 03:01~ Select the files, and export the FBX with the same name as the LOD0 FBX’s, or replace the file directly 04:08~ Start the auto-setup process by dragging the LOD0 FBX and all the texture files to Unity. 05:00~ Manually create LOD group, and assign textures to LOD1~N 07:20~ Export motion files with FBX format from Character Creator, and import this FBX in Unity for this LOD character
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By The Mohab - 7 Years Ago
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Miranda (RL) (12/17/2018)
To answer Mohab Rizkallah's comments form Tutorial - Setting Up LOD for CC3 Characters in Unity 3D. Question: Each one of the LODs has its own bone structure, which makes an issue with the character controllerAnswer: It's true that each LOD avatar exported from CC has its own bone structure. You can go to Maya or other 3D tool to merge the meshes:
00:00~ Export LOD characters from Character Creator 3 00:40~ Go to Maya to merge the meshes from all LOD characters. Start with importing the FBX of LOD0 character 01:06~ Adjust the pivot to the root 01:40~ Import the FBX of LOD1 character, and rename the mesh 02:21~ Repeat the steps above to import FBXs for other LOD characters 02:41~ Delete the root bone from the “group1” folder, move the LOD meshes to the “group” folder, and delete the group1, group2, group3 folder 03:01~ Select the files, and export the FBX with the same name as the LOD0 FBX’s, or replace the file directly 04:08~ Start the auto-setup process by dragging the LOD0 FBX and all the texture files to Unity. 05:00~ Manually create LOD group, and assign textures to LOD1~N 07:20~ Export motion files with FBX format from Character Creator, and import this FBX in Unity for this LOD character
Thanks a lot Miranda, amazing support and amazing product
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By davidaranzabal - 7 Years Ago
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Any idea if the CC·export will address this issue and therefore we don't need Maya to get just one bone structure for Unity? Thanks
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By Alexxander - 7 Years Ago
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Maya?! It's a joke? When I prepaid CC3 in august nobody said a word about I will need to buy Maya too. And when the tutorial takes a long time to make a character with many skeletons, completely inapplicable in Unity, it all starts to look like a mockery. Just do Lod system for Unity as it should!
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By Miranda (RL) - 7 Years Ago
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Hi Mohab, davidaranzabal, and Alexxander,
Please be noted that this is a temporary solution before CC3 supports exporting one FBX with one skeleton & some LOD meshes. We will keep improving the functions to meet your needs.
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By Alexxander - 7 Years Ago
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That's good news!
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By davidaranzabal - 7 Years Ago
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Miranda (RL) (12/18/2018) Hi Mohab, davidaranzabal, and Alexxander,
Please be noted that this is a temporary solution before CC3 supports exporting one FBX with one skeleton & some LOD meshes. We will keep improving the functions to meet your needs.
One more thing, after importing the CC3 characters in Unity, they look great in the scene /prefab, but as soon as they have got any animation I get errors on the face, like the mouth totally open in one of them. I have tried to edit the min and max in the Unity editor rigging / muscles but nothing happens once I enter in play mode Any ideas?
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By Alexxander - 7 Years Ago
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Clear mouth bone when u setup mecanim avatar in Unity3D.
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By Miranda (RL) - 7 Years Ago
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Hi everyone,
A new version of Auto-Settings Script is available to download now. You can download the script from: http://file.reallusion.com/CC_Character_Auto_Settings_Unity.zip
The release note of Beta 1.1:- Added: HDRP and LWRP auto-settings script. (Compatible with CC 3.03. The related tutorial will be released soon!)

- Fixed: Cornea became white after performing auto-setup. (Related issue)
*Solution: When there is no diffuse map on the cornea, the Auto-Setting script will change the rendering mode from opaque to transparent, and the opacity value will be properly applied. - Enhanced: Automatically set up the rendering mode of hair to be "Fade" to have better visual quality.
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By marc_655066 - 7 Years Ago
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Hi, I tried exporting a character using the tutorial provided. I'm on Windows 10, Unity 2018.0.3f2 The hair looks too transparent. It's using the "fade" shader setting. Looks the same in game view. I'm using "Conforming hair, vol 2 - Long center part"
Example of what I'm talking about: test image
Thanks, M
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By Miranda (RL) - 7 Years Ago
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Hi Marc, we will check it, and get back to you on Wednesday, thanks!
marc_655066 (12/30/2018)
Hi, I tried exporting a character using the tutorial provided. I'm on Windows 10, Unity 2018.0.3f2 The hair looks too transparent. It's using the "fade" shader setting. Looks the same in game view. I'm using "Conforming hair, vol 2 - Long center part" Example of what I'm talking about: test imageThanks, M
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By Miranda (RL) - 6 Years Ago
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Hi Marc,
Due to the rendering mode of both hair and scalp are fade, there are some transparency sorting issues in the unity. Please change the rendering mode of scalp from fade to cutoff.
marc_655066 (12/30/2018)
Hi, I tried exporting a character using the tutorial provided. I'm on Windows 10, Unity 2018.0.3f2 The hair looks too transparent. It's using the "fade" shader setting. Looks the same in game view. I'm using "Conforming hair, vol 2 - Long center part" Example of what I'm talking about: test imageThanks, M
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By brent_114049 - 6 Years Ago
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I struggled for a long time with making Reallusion character hair look good in Unity. Cutoff does usually look better than the weird transparency associated with Fade. The problem is, it just doesn't really look all that good either. I found that the only way to get good looking hair was to use a 3rd party shader specifically designed for hair. I am currently using a shader called "Hair Basic" that comes with the "Hair Shader" asset by TAEGC. There may be others as well, but this is the first one I tried. It looks WAY better and has controls to dial it in however you want - certain hairs require a little fiddling but I've always been able to get good results.
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By Ryan Hayle - 6 Years Ago
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Miranda (RL) (12/24/2018)
Hi everyone, A new version of Auto-Settings Script is available to download now.You can download the script from: http://file.reallusion.com/CC_Character_Auto_Settings_Unity.zipThe release note of Beta 1.1:- Added: HDRP and LWRP auto-settings script. (Compatible with CC 3.03. The related tutorial will be released soon!)

- Fixed: Cornea became white after performing auto-setup. (Related issue)
*Solution: When there is no diffuse map on the cornea, the Auto-Setting script will change the rendering mode from opaque to transparent, and the opacity value will be properly applied. - Enhanced: Automatically set up the rendering mode of hair to be "Fade" to have better visual quality.
This CC_Character_Auto_Settings_Unity script is buggy, please fix it ASAP. When I use this script/plugin with any other Unity asset that I copy over or import from the store they become broken. This script/plugin is relocating/moving images that have nothing to do with the CC_Assets folder.
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By Miranda (RL) - 6 Years Ago
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rjhayle (1/3/2019)
This CC_Character_Auto_Settings_Unity script is buggy, please fix it ASAP. When I use this script/plugin with any other Unity asset that I copy over or import from the store they become broken. This script/plugin is relocating/moving images that have nothing to do with the CC_Assets folder.
Hi rjhayle,
Thanks for addressing out this issue, which has been duplicate on our side, and will be fixed in next version soon.
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By Miranda (RL) - 6 Years Ago
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brent_114049 (1/3/2019) I struggled for a long time with making Reallusion character hair look good in Unity. Cutoff does usually look better than the weird transparency associated with Fade. The problem is, it just doesn't really look all that good either. I found that the only way to get good looking hair was to use a 3rd party shader specifically designed for hair. I am currently using a shader called "Hair Basic" that comes with the "Hair Shader" asset by TAEGC. There may be others as well, but this is the first one I tried. It looks WAY better and has controls to dial it in however you want - certain hairs require a little fiddling but I've always been able to get good results.
Hi brent, thanks for your feedback! The visual look of hair is what we will keep improving, either adopting Unity official shader, other free sources, or enhancing the training tutorials.
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By Miranda (RL) - 6 Years Ago
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Miranda (RL) (1/4/2019)
rjhayle (1/3/2019)
This CC_Character_Auto_Settings_Unity script is buggy, please fix it ASAP. When I use this script/plugin with any other Unity asset that I copy over or import from the store they become broken. This script/plugin is relocating/moving images that have nothing to do with the CC_Assets folder.Hi rjhayle, Thanks for addressing out this issue, which has been duplicate on our side, and will be fixed in next version soon.
Hi rjhayle,
This issue has been fixed in the Beta 1.2 we just released yesterday, please download it from this link: http://file.reallusion.com/CC_Character_Auto_Settings_Unity.zip

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By Ryan Hayle - 6 Years Ago
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Thank you, that's great news!
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By Miranda (RL) - 6 Years Ago
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Hi everyone,
The fourth tutorial just released >> Importing CC3 Characters to Unity with HDRP
In this tutorial you'll learn how to export HDRP maps from CC3 for use with the HDRP shader mode in the Unity game engine. You'll also learn a few neat tips and tricks on how to optimize your character's materials and hair.
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By firefighter1531 - 6 Years Ago
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By firefighter1531 - 6 Years Ago
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this is what I get on import I tried 2018.02 f1,2018.31f1,2019b
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By Miranda (RL) - 6 Years Ago
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firefighter1531 (1/13/2019)
this is what I get on import I tried 2018.02 f1,2018.31f1,2019b
Hi firefighter1531,
There are three scripts in the download folder, may I know if you executed the "CC_Character_Auto_Settings_Unity_2018.3_HDRP_Beta_1.2.unitypackage" with Unity 2018.3?

Can you show us "GraphicsSettings" as below? Thank you!

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By firefighter1531 - 6 Years Ago
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The top one in the folder which would be the hdr high I did not try the other 2
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By Miranda (RL) - 6 Years Ago
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firefighter1531 (1/15/2019) The top one in the folder which would be the hdr high I did not try the other 2
Hi firefighter1531,
Please try this one: CC_Character_Auto_Settings_Unity_2018.3_HDRP_Beta_1.2.unitypackage
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By firefighter1531 - 6 Years Ago
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Yes I downloaded the 1.2 version as soon as I installed it it said scripts cannot be loaded as in picture this is a fresh project I only picked the top one in the folder I will try again today and give you my findings.im not sure if anyone is having the same trouble but I followed the tutorial however I never got the chance to try to import the character because the scripts failed also it was the 2018 .3 as well as 2019 beta
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By firefighter1531 - 6 Years Ago
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this is after downloading the one you said which is the same as I had this time I tried both top and second one down both failed also opened the graphics settings it just shows the default graphic setting because the package failed and it will not let me add it to it.i will reply the pic after this message
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By firefighter1531 - 6 Years Ago
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By Miranda (RL) - 6 Years Ago
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firefighter1531 (1/15/2019) this is after downloading the one you said which is the same as I had this time I tried both top and second one down both failed also opened the graphics settings it just shows the default graphic setting because the package failed and it will not let me add it to it.i will reply the pic after this message
From the error message, it's possible you haven't selected HD Render Pipeline. Please check the following video & document, and let us know if it works, thank you! https://youtu.be/GyPSXDZi0NQ?t=35 (00:35~01:32) https://blogs.unity3d.com/2018/09/24/the-high-definition-render-pipeline-getting-started-guide-for-artists/
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By firefighter1531 - 6 Years Ago
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so have got that straight thank you for that now I am following the tutorial from kai and I am doing it exactly like he is and on import of the character I get a error in the console I am uploading a picture
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By firefighter1531 - 6 Years Ago
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here is the mat list not sure if this is problem
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By Miranda (RL) - 6 Years Ago
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Hi firefighter1531,
I sent you a private message yesterday to ask for project files. Please check your message box, and get back to us, thank you!
Miranda
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By bloodzseekerz - 6 Years Ago
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Hi, I know the readme says "Put your character files in this folder", but is it fine if I make a folder for each character inside CC_Assets, and then drag all of the CC3 fbx files and texture folders there? My folder hierarchy would look like this:
Assets CC3_Assets MyCharacter [Drag the all of the files here]
Also, if Im not using your tool, my character gets weird artifacts (squares) on his right thumb.
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By Miranda (RL) - 6 Years Ago
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bloodzseekerz (1/20/2019) Hi, I know the readme says "Put your character files in this folder", but is it fine if I make a folder for each character inside CC_Assets, and then drag all of the CC3 fbx files and texture folders there? My folder hierarchy would look like this:
Assets CC3_Assets MyCharacter [Drag the all of the files here]
Yes, this is an example to put all the characters under CC_Assets > CC 01:22~02:02


Also, if Im not using your tool, my character gets weird artifacts (squares) on his right thumb.
The root cause might be mesh normals. You can select the FBX file, change the Normals to Calculate in the Model tab, and scale up the Smoothing Angle until the visual is correct.

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By Steelbound - 6 Years Ago
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Im trying to get this to work in Unity on the android platform. but it doesnt seem to work, even though there is an option in the script to include it in the android platform.
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By Miranda (RL) - 6 Years Ago
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Steelbound (1/22/2019) Im trying to get this to work in Unity on the android platform. but it doesnt seem to work, even though there is an option in the script to include it in the android platform.
Hi Steelbound,
Which rendering pipeline do you use? (3D built-in, HDRP, LWRP) We are unable to duplicate this issue via the auto-setup script. Please let us know if you followed the process, more information (step-by-step description, video, image) will be helpful. Thanks!
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By michael.pickering - 6 Years Ago
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I just tried the export from CC3.03 to Unity3D 2018.3.3f1 with HDRP following your tutorial and using your setup script. I'm using Unity High Definition RP package version 4.9.0 released 2019-01-28. The materials mapping does not work as I end up with a prefab that's all white.

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By Miranda (RL) - 6 Years Ago
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michael.pickering (2/1/2019) I just tried the export from CC3.03 to Unity3D 2018.3.3f1 with HDRP following your tutorial and using your setup script. I'm using Unity High Definition RP package version 4.9.0 released 2019-01-28. The materials mapping does not work as I end up with a prefab that's all white.
Hi Michael,
Not sure if it's due to the compatibility issue with this HDRP version. We will look into this issue, and get back to you in the week of Feb 11th.
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By michael.pickering - 6 Years Ago
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Hi Miranda, Thanks for the response! Just an update that I managed to get the import working with the versions of Unity and the HDRP package that I originally mentioned. Then I applied an update to Unity version 2018.3.4f1. When I tried an import I got back to the same issue that I originally reported. I'm going to try to reproduce the issue again with Unity 2018.3.3f1.
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By michael.pickering - 6 Years Ago
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Just as a further note on the import problem, it appears not to be related to the version of Unity. Instead, there are two problems with the Export from CC3 itself. The first problem was that I had an outfit on the character that had its shader type in CC set to "Traditional" and for some reason this caused the textures not to be exported at all. I corrected this but was then left with another problem, which I believe is caused by the levels of subdirectories that are being created for the textures. This seems to cause a problem on import in which the textures folders in Unity are left empty, which results in the Materials all getting set up as default grey. I don't know how to fix this yet.
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By Miranda (RL) - 6 Years Ago
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Hi Michael,
Thanks for the updates! We will try to duplicate this issue. If we need any information, or project file, I will contact you via Private Message. Thanks!
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By Miranda (RL) - 6 Years Ago
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michael.pickering (2/5/2019) Just as a further note on the import problem, it appears not to be related to the version of Unity. Instead, there are two problems with the Export from CC3 itself. The first problem was that I had an outfit on the character that had its shader type in CC set to "Traditional" and for some reason this caused the textures not to be exported at all. I corrected this but was then left with another problem, which I believe is caused by the levels of subdirectories that are being created for the textures. This seems to cause a problem on import in which the textures folders in Unity are left empty, which results in the Materials all getting set up as default grey. I don't know how to fix this yet.
Hi Michael,
We've duplicated the issue, and found that our current script only works with HDRP package v4.6.0 or earlier version. We will discuss about the rule of version maintenance first, so the update may not come quickly. Please downgrade to v4.6.0 and try again. Thank you!
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By Jbowdoin - 6 Years Ago
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I can't seem to use the appearance editor on the game eyes is there a work around?
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By Miranda (RL) - 6 Years Ago
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Jbowdoin (2/11/2019) I can't seem to use the appearance editor on the game eyes is there a work around?
The Appearance Editor is currently not supported for the CC3 character base. We will provide a new skin substance in early Q3. (Reference: CC 2019 Roadmap)
Workaround: Start with CC1 character base, then convert to CC3 character when finish skin adjustment.
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By Jbowdoin - 6 Years Ago
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lol I ask because the tutorials said to uses game and teeth eyes 3 times saying "we can edit them latter " but there is no option to do so
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By Miranda (RL) - 6 Years Ago
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Jbowdoin (2/12/2019) lol I ask because the tutorials said to uses game and teeth eyes 3 times saying "we can edit them latter " but there is no option to do so
Sorry for confusing you! Can you help to specify which tutorial video?
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By Jbowdoin - 6 Years Ago
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yMiranda (RL) (2/12/2019)
Jbowdoin (2/12/2019) lol I ask because the tutorials said to uses game and teeth eyes 3 times saying "we can edit them latter " but there is no option to do so
Sorry for confusing you! Can you help to specify which tutorial video? yeah the second video at 1:15 and the third video at 5:00 that were in the fist post of the thread I grabbed the game eyes they suggest but cant edit the iris (or ant thing else)
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By Miranda (RL) - 6 Years Ago
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Jbowdoin (2/12/2019)
yeah the second video at 1:15 and the third video at 5:00 that were in the fist post of the thread I grabbed the game eyes they suggest but cant edit the iris (or ant thing else)
Thanks! We should have specified it clearly. What we mentioned here is not using Appearance Editor, but using the external tools such as Photoshop to modify the color: http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/15_Multiple_Channel_Texture_Mapping/Modifying_Texture_Settings_Basic.htm
In some cases, the "Adjust Color" panel in CC is good to use enough: http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/15_Multiple_Channel_Texture_Mapping/Using_Adjust_Color_Panel.htm
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By Jbowdoin - 6 Years Ago
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ok thanks
will the editor support them wen the update for CC3 skin hit?
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By Miranda (RL) - 6 Years Ago
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Jbowdoin (2/13/2019) ok thanks
will the editor support them wen the update for CC3 skin hit? The new Appearance Editor will be supported for adjusting teeth & eyes the CC3 character base. However, I need to double check with Product Team if the user flow is editing on CC3 Game Base directly, or editing on CC3 Base first, then converting to be CC3 Game Base.
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By Ryan Hayle - 6 Years Ago
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I seem to have run into bug:
1.Drag the exported folder which contains .fbm, textures, .fbx to the CC_Assets Folder (works fine). 2. Delete the folder. 3.Drag the exported folder which contains .fbm, textures, .fbx to the CC_Assets Folder (no longer working).
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By Miranda (RL) - 6 Years Ago
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rjhayle (2/24/2019) I seem to have run into bug:
1.Drag the exported folder which contains .fbm, textures, .fbx to the CC_Assets Folder (works fine). 2. Delete the folder. 3.Drag the exported folder which contains .fbm, textures, .fbx to the CC_Assets Folder (no longer working).
Can you specify what "folder" you deleted? To run the auto-setup process successfully, you are not allowed to change the file structure. The CC_Assets folder, the Editor folder, and the .dll file within these folders should be there.
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By Ryan Hayle - 6 Years Ago
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Can you specify what "folder" you deleted?
1. I drag in my NPC Character folder (containing my exported fbx, textures, etc) into the CC_Assets folder. 2. The new version of the NPC Character folder is created in Unity (prefabs, etc). 3. I delete this new version of the NPC Character folder in Unity. 4. I drag back in the same original NPC Character folder (containing my exported fbx, textures, etc) again. 5. No Unity prefabs, etc are being generated anymore.
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By Miranda (RL) - 6 Years Ago
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Hi rjhayle,
What Unity version did you use?
We are unable to duplicate the issue, and may need your help to provide us the project file, or record the video to show your steps.
I will send you a private message with our contact email later. Thanks!
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By Jfrog - 6 Years Ago
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Hi Miranda,
From the first page of this post the new download script is supposed to be Beta 2.0 (Early March) - Compatible with CC3.04 or above but all I get when downloading is version beta 1.2.
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By Miranda (RL) - 6 Years Ago
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Jfrog (3/4/2019) Hi Miranda,
From the first page of this post the new download script is supposed to be Beta 2.0 (Early March) - Compatible with CC3.04 or above but all I get when downloading is version beta 1.2.
Hi Jfrog,
We are still fixing some bugs, and plan to release this week or early next week. I will make a post reply once it's updated, so you can consider to subscribe this thread to get the latest information. :)
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By Jfrog - 6 Years Ago
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Thank you for the update and the quick reply Miranda.
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By wbl - 6 Years Ago
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The CC_Character_Auto_Settings_Script.dll is forcing Unity into Linear colorspace. This is a bug and should be removed or at least mentioned and made optional.
Dear people of Reallusion: Please NEVER force settings upon your users projects! This problem has costed me a lot of time to solve :-(
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By Miranda (RL) - 6 Years Ago
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Hi wbl,
This is the current settings because the result with Linear colorspace looks much better. I'm afraid that we won't make it as an option at the moment, but we will remove this default setting from Beta 2.0, which will be launched next week. Meanwhile, we will add a notice on readme & procedure document to remind game developers Linear colorspace is recommended.
Miranda
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By Dan Miller - 6 Years Ago
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The information and videos have been extremely helpful. The CC3 character is in Unity and works well with mechanim. I am not able to get the character working on the Timeline. Any suggestions? I'm trying to use the Timeline and Cinemachine for film. Normally you just drag the character down to the Timeline and then drag an animation on the Timeline. That process works for Mixamo characters but not for CC3 or iClone 7 characters. Thanks.
Unity 2018.3
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By Dan Miller - 6 Years Ago
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Disregard, it works great on the Timeline. I did it wrong. So overall everything works well. Thanks!
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By Miranda (RL) - 6 Years Ago
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Got it, thanks for getting back, danmiller.
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By Dan Miller - 6 Years Ago
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Miranda (RL) (3/16/2019) Got it, thanks for getting back, danmiller.
You got it and thanks for the help.
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By Jfrog - 6 Years Ago
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I usually right click in the animation track (be careful not selecting any clip) and select add from animation clip. This open a window will all available clips. Just a Unity newbie here so there is probably better solutions.
By the way Dan, this is a reply to your question from the unity forum. Since the original topic was cinemachine I thought it would be better to reply here. :)
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By Miranda (RL) - 6 Years Ago
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Hi everyone,
Script Beta 2.0 is available now. Please find the download link from main post of this thread. The auto-setup flow is enhanced with the update of CC3.04, please visit the instructions for the updated flow.- Added: Skin material will be supplemented with a Detail Map along with proper subsurface scattering (SSS) settings. (For HDRP Rendering Pipeline only)


- Added: Assign the equivalent UE materials based on what was deployed in CC3:
- Traditional -> Specular
- PBR -> MatellicAlpha, Roughness, Matellic
- Fixed: Auto-processing checkbox is not recording its unchecked/disabled status. (Related issue)
- Fixed: Automatically change the Color Space of project to be Linear after auto processing. (Related issue) -- we shall recommend users to choose Linear colorspace, instead of forcing them to do
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By Miranda (RL) - 6 Years Ago
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Hi everyone,
Some features you requested have been implemented to the CC version we are currently working on. If you like to get the latest information of what will be coming up next, please subscribe this thread >> https://forum.reallusion.com/FindPost408439.aspx
Thank you! :)
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By michael.pickering - 6 Years Ago
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Hi Miranda,
Thanks to you and the team for all the work on the Unity Auto-Setup Script and the general Unity pipeline improvements, especially for the HDRP! This is definitely moving the product in a great and useful direction!!
I noticed some of the comments about how the script was automatically setting Unity to use a linear colour space. While I appreciate that this was viewed as 'forcing us' to use a linear colour space and thus undesireable, I think there is a real need for a deeper discussion and some guidance around how to ensure that what is seen in CC3 gets mapped as closely as possible into the Unity scene, especially using the HD rendering pipeline. As far as HDRP leading practices go, it seems to me that the basic reason for wanting to use Unity's HDRP is to gain access to its 4K and High Dynamic Range colour rendering capabilities. Thus, while there may indeed be reasons to want to use the HDRP with an sRGB colour space, by doing so we will lose the ability to access the wider, higher dynamic range of colours that are renderable with HDR.
This leads me to my main question about how to setup rendering in CC3 with the goal of achieving reasonably reproducible colours between CC3 and the exported characters after import into Unity HDRP via the automated script. Simply stated, I'm not sure that it makes sense to even try to reproduce the lighting setup I'll be using in Unity inside CC3. However, if HDR and a linear colour space is used in CC3, it seems like colours should be rendered similarly in both environments, barring an unusual lighting setup.
There seem to be many places in CC3 where it's possible to check a box to select an sRGB (narrow and nonlinear) colour space. There are also many places where either Traditional or PB rendering can be chosen. Is there perhaps a way that we can get an 'autosetup for HDR export' script to set or reset all these things at once? Another way of looking at this is, what are the leading practices around setting up CC3 so as to ensure a closer match to the look that will result from exporting from CC3 using the Unity HDRP pipeline and setup script? Are there some cases when Traditional or PB rendering should be chosen to achieve a better result?
TIA!
Mike
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By Miranda (RL) - 6 Years Ago
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Hi Mike,
Thanks for addressing out this issue! The current situation is that Unity HDRP uses linear space, while gamma space is not supported. We plan to adjust textures to make the visual look be more consistent in two engines. This will be planned on the next CC patch.
Thank you!
michael.pickering (4/10/2019) Hi Miranda,
Thanks to you and the team for all the work on the Unity Auto-Setup Script and the general Unity pipeline improvements, especially for the HDRP! This is definitely moving the product in a great and useful direction!!
I noticed some of the comments about how the script was automatically setting Unity to use a linear colour space. While I appreciate that this was viewed as 'forcing us' to use a linear colour space and thus undesireable, I think there is a real need for a deeper discussion and some guidance around how to ensure that what is seen in CC3 gets mapped as closely as possible into the Unity scene, especially using the HD rendering pipeline. As far as HDRP leading practices go, it seems to me that the basic reason for wanting to use Unity's HDRP is to gain access to its 4K and High Dynamic Range colour rendering capabilities. Thus, while there may indeed be reasons to want to use the HDRP with an sRGB colour space, by doing so we will lose the ability to access the wider, higher dynamic range of colours that are renderable with HDR.
This leads me to my main question about how to setup rendering in CC3 with the goal of achieving reasonably reproducible colours between CC3 and the exported characters after import into Unity HDRP via the automated script. Simply stated, I'm not sure that it makes sense to even try to reproduce the lighting setup I'll be using in Unity inside CC3. However, if HDR and a linear colour space is used in CC3, it seems like colours should be rendered similarly in both environments, barring an unusual lighting setup.
There seem to be many places in CC3 where it's possible to check a box to select an sRGB (narrow and nonlinear) colour space. There are also many places where either Traditional or PB rendering can be chosen. Is there perhaps a way that we can get an 'autosetup for HDR export' script to set or reset all these things at once? Another way of looking at this is, what are the leading practices around setting up CC3 so as to ensure a closer match to the look that will result from exporting from CC3 using the Unity HDRP pipeline and setup script? Are there some cases when Traditional or PB rendering should be chosen to achieve a better result?
TIA!
Mike
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By michael.pickering - 6 Years Ago
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Hi Miranda, There's one more issue that I've noticed that needs to be addressed as part of the documentation of the export pipeline: that is the issue of clothing or skin poking through outer layers. I've been working quite painstakingly on editing the clothing using the CC3 instructions for conforming and hiding inner mesh, but it now appears that the "hiding" doesn't get applied as part of the Export! At a guess, this may work as expected if I apply the "delete hidden mesh" option on export, but this should be called out specifically in the Pipeline documentation. Also I've found that there ARE some differences in the export process depending on whether the Traditional or PB renderer is selected per material in CC3! My initial impression is that this is a potentially useful feature as it can help us get closer to achieving a certain desired look in the 3D Engine, but there needs to be documentation made available that explains how these mappings work.
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By Miranda (RL) - 6 Years Ago
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Hi Mike,
The Delete Hidden Mesh function is written in the online manual. May I know your expectation? Thank you! http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/17_Export/Exporting_FBX_Avatars.htm
michael.pickering (4/12/2019) Hi Miranda, There's one more issue that I've noticed that needs to be addressed as part of the documentation of the export pipeline: that is the issue of clothing or skin poking through outer layers. I've been working quite painstakingly on editing the clothing using the CC3 instructions for conforming and hiding inner mesh, but it now appears that the "hiding" doesn't get applied as part of the Export! At a guess, this may work as expected if I apply the "delete hidden mesh" option on export, but this should be called out specifically in the Pipeline documentation. Also I've found that there ARE some differences in the export process depending on whether the Traditional or PB renderer is selected per material in CC3! My initial impression is that this is a potentially useful feature as it can help us get closer to achieving a certain desired look in the 3D Engine, but there needs to be documentation made available that explains how these mappings work.
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By michael.pickering - 6 Years Ago
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Hi Miranda, My expectation is simple: make it clear that the documented "Hide Mesh" functionality will ONLY work as part of the pipeline export to Unity if the "Delete Hidden Mesh" option is selected. Quite honestly, some kind of option to merge layers into one single layer would work best, and should eliminate all the issues with inner mesh layers poking through during animation sequences. Mike
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By e1_scheer - 6 Years Ago
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Hi, I'm having a couple of issues using the unity importer script.
The first one is that the script moves the textures from inside the textures subfolders and moves them under the "textures" folder itself. Is this the normal behaviour? (It feels similar to the earlier bug, where the script moved textures outside the assets folder.)
Second issue are double-sided shaders, does the script apply those autmatically or does that need to be done by hand.
A third question (not really an issue) is what happens if a part of your character has both specular maps and roughness maps exported in the texture folder. What does the importer script do in that case? Does it take the original shader info from CC3. If so how does it do that? Do you need to check the double sided setting in CC3 for it to export a doublesided material? Not sure if the .fbx format supports it. (just thinking out loud here :))
Thanks for your help !
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By Miranda (RL) - 6 Years Ago
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michael.pickering (4/22/2019) Hi Miranda, My expectation is simple: make it clear that the documented "Hide Mesh" functionality will ONLY work as part of the pipeline export to Unity if the "Delete Hidden Mesh" option is selected. Quite honestly, some kind of option to merge layers into one single layer would work best, and should eliminate all the issues with inner mesh layers poking through during animation sequences. Mike
Hi Mike, sorry for my late response. I got your point, but I'm not sure if there is any other considerations to have this kind of design. I will bring your suggestion to Dev Team, and see if there is anything we can do to make it more intuitive. (document is not intuitive enough) Thank you!
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By Miranda (RL) - 6 Years Ago
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e1_scheer (4/23/2019) Hi, I'm having a couple of issues using the unity importer script.
The first one is that the script moves the textures from inside the textures subfolders and moves them under the "textures" folder itself. Is this the normal behaviour? (It feels similar to the earlier bug, where the script moved textures outside the assets folder.) Hi e1_scheer, It's a normal behavior, not like the bug in the previous version to move the texture files even they are outside CC_Assets folder.
Second issue are double-sided shaders, does the script apply those autmatically or does that need to be done by hand. It's automatically set up to be double sided except for the skin.
A third question (not really an issue) is what happens if a part of your character has both specular maps and roughness maps exported in the texture folder. What does the importer script do in that case? Does it take the original shader info from CC3. If so how does it do that? Do you need to check the double sided setting in CC3 for it to export a doublesided material? Not sure if the .fbx format supports it. (just thinking out loud here :))
Thanks for your help ! Those textures are named with Pbr, Tra when exporting, so they will be properly applied to the right channels by the auto-setup script. *Tra means traditional textures like Specular
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By greluk.a - 6 Years Ago
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What about Unity 2019 and HDRP 6.5.3? Is support planned? There are tow bugs First: Prefabs not created. But it is not much important Second: Unity crashed with error "guid is uninitialized". This is becouse created wrong guid in *.Fbx.meta. For example:
externalObjects: - first: type: UnityEngine:Material assembly: UnityEngine.CoreModule name: Std_Cornea_L_Pbr second: {fileID: 2100000, guid: 00000000000000000000000000000000, type: 2} - first: type: UnityEngine:Material assembly: UnityEngine.CoreModule name: Std_Cornea_R_Pbr second: {fileID: 2100000, guid: 00000000000000000000000000000000, type: 2} Materials and animations are ok. Any idies about it? Maybe hotfix will help with this bugs.
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By glugsolro - 6 Years Ago
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Using Beta 2 version of the import script for Unity, and Unity v2018.4.0f1 LTS, and Character Creator v3.04 Pipeline, character creator characters import with the hair messed up. The hair is from Reallusion. A few hair types will import correctly, but very few of them. Most come in looking very different than what they looked like in CC and several only paint hair on the sides and back of the head, leaving the front and top bald. I opened a ticket with support who closed it and said to post here as it was likely a shader bug that the devs would need to address.
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By glugsolro - 6 Years Ago
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Using Beta 2 version of the import script for Unity, and Unity v2018.4.0f1 LTS, and Character Creator v3.04 Pipeline, character creator characters import with the hair messed up. The hair is from Reallusion. A few hair types will import correctly, but very few of them. Most come in looking very different than what they looked like in CC and several only paint hair on the sides and back of the head, leaving the front and top bald. I opened a ticket with support who closed it and said to post here as it was likely a shader bug that the devs would need to address.
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By Miranda (RL) - 6 Years Ago
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glugsolro (5/23/2019) Using Beta 2 version of the import script for Unity, and Unity v2018.4.0f1 LTS, and Character Creator v3.04 Pipeline, character creator characters import with the hair messed up. The hair is from Reallusion. A few hair types will import correctly, but very few of them. Most come in looking very different than what they looked like in CC and several only paint hair on the sides and back of the head, leaving the front and top bald. I opened a ticket with support who closed it and said to post here as it was likely a shader bug that the devs would need to address.
Hi glugsolro, Can you provide the image again? We can't download it. You can use the insert function:

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By Miranda (RL) - 6 Years Ago
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greluk.a (5/22/2019)
What about Unity 2019 and HDRP 6.5.3? Is support planned? Hi greluk.a, May we know if you are using Beta version? We couldn't find HDRP 6.5.3 in the released version.
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By glugsolro - 6 Years Ago
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 Here is the image again.
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By Miranda (RL) - 6 Years Ago
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Hi glugsolro,
To fix the transparency sorting issues in Unity, the rendering mode of scale is set to "cutoff". However, the visual cannot be perfect without manually adjusting some parameters. In this case, you can try to adjust "depth prepass". Refer to this video: https://www.youtube.com/watch?v=cAR-DBLKqgs&feature=youtu.be&t=558
glugsolro (5/24/2019)
Here is the image again.
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By e1_scheer - 6 Years Ago
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Hi Miranda,
Thanks for the answers first of all, they definitely help!
I'm using the beta 2 unity import script but am still struggling with the double-sided materials. Does the reallusion script assign a double sided material? When I check the materials in Unity after import they are still single sided. Is the double sided material supposed to be inlcuded into the import unity package?
Thanks again, Oddbody
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By glugsolro - 6 Years Ago
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Thanks for the information Miranda. I'm however not using HDRP as it's still in preview. So depth prepass isn't an option I can tweak. Cutoff range is something I can tweak and it does offer some improvement. I did find documentation on another developer's workflow for CC3 -> Unity and they recommended a hair shader on the Asset store https://assetstore.unity.com/packages/vfx/shaders/hair-shader-57226 which seems to be a better solution overall for hair out of CC3 over the standard shader when using the default renderer.
I've also been able to deal with the double sided material, using the free double sided shader https://assetstore.unity.com/packages/vfx/shaders/double-sided-shaders-23087 which was recommended in one of the training videos I saw from Alex.
Lastly I'd recommend that RL offer more control over how meshes are handled. I'd prefer not to always be forced to hide the mesh on export. For example if I want a character to have two sets of clothes, say pants and shorts. If I put both sets on the model, then due to hidden meshes being enforced on the export, if I disable the pants and enable the shorts inside of Unity for a clothing change, the character will have no lower legs due to those meshes being hidden on export because of the pants. I realize there are times when you want the meshes to be hidden and times that you don't, and it's not easy to come up with a solution that meets everyone's need, but I'd much prefer to create my characters with several styles of clothing and hide them in Unity, over having to make multiple copies of the same model and pay the performance penalty for garbage collection and instantiation just to support multiple clothing styles.
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By Miranda (RL) - 6 Years Ago
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e1_scheer (5/31/2019) Hi Miranda,
Thanks for the answers first of all, they definitely help!
I'm using the beta 2 unity import script but am still struggling with the double-sided materials. Does the reallusion script assign a double sided material? When I check the materials in Unity after import they are still single sided. Is the double sided material supposed to be inlcuded into the import unity package?
Thanks again, Oddbody Hi Oddbody,
Double sided shader included in HDRP template. If you are not using HDRP templete, you have to download it from Unity Asset Store. It's mentioned in the tutorial for your reference.
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By Miranda (RL) - 6 Years Ago
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glugsolro (5/31/2019)
Thanks for the information Miranda. I'm however not using HDRP as it's still in preview. So depth prepass isn't an option I can tweak. Cutoff range is something I can tweak and it does offer some improvement. I did find documentation on another developer's workflow for CC3 -> Unity and they recommended a hair shader on the Asset store https://assetstore.unity.com/packages/vfx/shaders/hair-shader-57226 which seems to be a better solution overall for hair out of CC3 over the standard shader when using the default renderer. I've also been able to deal with the double sided material, using the free double sided shader https://assetstore.unity.com/packages/vfx/shaders/double-sided-shaders-23087 which was recommended in one of the training videos I saw from Alex. Lastly I'd recommend that RL offer more control over how meshes are handled. I'd prefer not to always be forced to hide the mesh on export. For example if I want a character to have two sets of clothes, say pants and shorts. If I put both sets on the model, then due to hidden meshes being enforced on the export, if I disable the pants and enable the shorts inside of Unity for a clothing change, the character will have no lower legs due to those meshes being hidden on export because of the pants. I realize there are times when you want the meshes to be hidden and times that you don't, and it's not easy to come up with a solution that meets everyone's need, but I'd much prefer to create my characters with several styles of clothing and hide them in Unity, over having to make multiple copies of the same model and pay the performance penalty for garbage collection and instantiation just to support multiple clothing styles. Hi glugsolro,
Thanks for your suggestion for the shader! We didn't try this hair shader before. Can you show us the before-after result?
You can uncheck the "Delete Hidden Mesh" option on the lower left of FBX export panel, so the hidden mesh won't be deleted when export. :)
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By andgeno - 6 Years Ago
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Hi,
I'm wondering how I'm supposed to use the generated LODs of a character with animations in Unity. Each LOD variant on a character has its own Animator component as well as a separate Avatar. My issue right now is that when the LOD Group component (attached to the parent game object) changes the LOD variant the current animation stops. It seems like I would have to "manually" transfer the current information to the now activate Animator component which appears quite tedious to me.
So my question is how is this setup meant to work with animations and LOD Group?
I'm using the latest CC3 and Unity Auto Setup plugin.
Thanks, andgeno
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By Miranda (RL) - 6 Years Ago
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andgeno (6/23/2019) Hi,
I'm wondering how I'm supposed to use the generated LODs of a character with animations in Unity. Each LOD variant on a character has its own Animator component as well as a separate Avatar. My issue right now is that when the LOD Group component (attached to the parent game object) changes the LOD variant the current animation stops. It seems like I would have to "manually" transfer the current information to the now activate Animator component which appears quite tedious to me.
So my question is how is this setup meant to work with animations and LOD Group?
I'm using the latest CC3 and Unity Auto Setup plugin.
Thanks, andgeno Hello andgeno,
We are aware of this, and it's been implemented to the CC version we are currently working on.
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By andgeno - 6 Years Ago
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Miranda (RL) (6/24/2019)
andgeno (6/23/2019) Hi,
I'm wondering how I'm supposed to use the generated LODs of a character with animations in Unity. Each LOD variant on a character has its own Animator component as well as a separate Avatar. My issue right now is that when the LOD Group component (attached to the parent game object) changes the LOD variant the current animation stops. It seems like I would have to "manually" transfer the current information to the now activate Animator component which appears quite tedious to me.
So my question is how is this setup meant to work with animations and LOD Group?
I'm using the latest CC3 and Unity Auto Setup plugin.
Thanks, andgenoHello andgeno, We are aware of this, and it's been implemented to the CC version we are currently working on.
Thanks, I'm looking forward to it because it's really important for my current project.
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By lidong19980608 - 6 Years Ago
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For those who get all material pink and purple. Remember to change the Edit -> Project settings-> Player -> Other Settings -> Color Space Change to "Linear"

Before

After

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By drew_927096 - 6 Years Ago
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can you please expand on what this means? What is a "material ball"? and how do we click on them?
Known Issue: Unity Auto Setup does not refresh materials upon completion. One must click on the individual material balls in order to refresh the visuals.
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By Miranda (RL) - 6 Years Ago
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drew_927096 (9/18/2019) can you please expand on what this means? What is a "material ball"? and how do we click on them?
Known Issue: Unity Auto Setup does not refresh materials upon completion. One must click on the individual material balls in order to refresh the visuals.
Hello,
To be specifically, clicking on the "Materials" folder. You can see the difference on hair before and after the click. (It's the LWRP template)


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By Steelsky - 6 Years Ago
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Hi, I like the script, it speeds things quite nicely in 2019.2 HDRP. Appreciate it a lot.
But I just want to point out this won't work in Unity HDRP 2019.3+ versions (which use HDRP versions 7.X+). Referring specially to "CC_and_IC_Auto_Setup_for_HDRP.dll" file.
It throws error upon character import: "TypeLoadException: Could not resolve type with token 01000049 (from typeref, class/assembly UnityEditor.Experimental.Rendering.HDPipeline.HDEditorUtils, Unity.RenderPipelines.HighDefinition.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)"
This is probably because the syntax in Unity HD pipeline namespacing code syntax has changed, since the Experimental status of HDRP seems to be removed.
I don't know what your code looks like, but if it's just the namespace like I suspect, it should hopefully be a quick fix to do in the code. Unfortunately I can't try it myself, as you compiled to a dll.
Most likely you have one of these bits in the code causing the error: using UnityEngine.Experimental.Rendering.HDPipeline; using UnityEditor.Experimental.Rendering.HDPipeline;
The syntax for them has changed to: using UnityEngine.Rendering.HighDefinition; using UnityEditor.Rendering.HighDefinition;
etc.
You can easily check this yourself from one of the new scripting APIs for HDPR: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/api/UnityEditor.Rendering.HighDefinition.html
Would it maybe be possible you release a Unity 2019.3+ HDRP version with a fix, to exist alongside the older versions? Alternatively, you could consider releasing the code itself, without compiling it. This way it could be easily kept up to date by the community itself.
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By Scyra - 6 Years Ago
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Steelsky: This will be a perpetual problem because Unity updates so quickly with their 1000-strong development team. This can be a non-issue, though; all you have to do is set up a project in the last-working version to be your import/export stage. For example, I have set up a very simple 2019.1 project just to import and apply the auto-setup, and then I export the prefab as an .unitypackage. I can then use it in 2019.3 with no problems at all. It should work the same for you with HDRP.
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By Steelsky - 6 Years Ago
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Hi Scyra,
Thanks for the reply. Respectfully, I know that can be done, but it is slower and messier to export between versions, with possible issues down the road. You don't want to build your pipeline around exporting and importing stuff between several Unity versions on a regular basis.
In my opinion, Reallusion updating the script to be functional with Unity's HDRP going forward into its release would be the professional and clean solution. Or like I said, releasing the script itself would accomplish the same thing, as then it would be guaranteed to be kept up to date.
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By Scyra - 6 Years Ago
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Gotcha. I do see your point.
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By jdeep6 - 6 Years Ago
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Is there a way to properly turn off auto-processing? I need to change muscles settings (or T pose) and even if they are properly saved (apply -> done), auto-processing checks itself back again whenever I launch a preview. My issue is that shoulders are way too high when using Female Movement Animset Pro or other FBX animation files. Thanks for any tips
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By Miranda (RL) - 6 Years Ago
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Hello!
To turn off the auto-processing script, go to the Top Menu > Window, and click on the Auto-processing for CC character. Untick the checkbox on the pop-up window.
jdeep6 (11/28/2019) Is there a way to properly turn off auto-processing? I need to change muscles settings (or T pose) and even if they are properly saved (apply -> done), auto-processing checks itself back again whenever I launch a preview. My issue is that shoulders are way too high when using Female Movement Animset Pro or other FBX animation files. Thanks for any tips
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By jdeep6 - 6 Years Ago
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Thank you but I'm aware of that. The issue is that it checks itself back again whenever I preview my scene.
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By Miranda (RL) - 6 Years Ago
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May you specify the Unity version you are using? Can you record a short clip of your operation? Please message me if you have concern in showing your work to the public. Thank you!
jdeep6 (11/29/2019) Thank you but I'm aware of that. The issue is that it checks itself back again whenever I preview my scene.
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By qbgroupapp - 5 Years Ago
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Hi, I'm trying to use the HDRP auto setup script, but the only way to use it is on macOS using unity 2019.2.20. Under windows, I tried with unity 2018.4 (LTS), 2019.1.14 and 2019.2.20 but I always get a bad result, I do not understand why. Here is a screenshot of what I get.

I need to export a unity package because I'm using unity 2019.3, it's fine if I need a longer pipeline of work, but at this moment I also need to change computer, switch on a mac, import then export and go back to the pc. This is not acceptable. What is the problem I'm facing? How can I solve it? I do not understand why looking at the properties of the materials seems to be all ok, but the final rendering (also in scene view) is something emitting light. Thank you for your help. marco
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By astgeorge - 5 Years Ago
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Along the lines of the question above. When is the Auto-Setup tool going to be updated for the latest version of Unity? There seem to be some shader issues going on when importing characters, and it's getting to be a bit of a hassle to make a project in one version and then scale it up to the latest.
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By Miranda (RL) - 5 Years Ago
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Hi Marco,
Can you screenshot the Console page?

qbgroupapp (2/11/2020) Hi, I'm trying to use the HDRP auto setup script, but the only way to use it is on macOS using unity 2019.2.20. Under windows, I tried with unity 2018.4 (LTS), 2019.1.14 and 2019.2.20 but I always get a bad result, I do not understand why. Here is a screenshot of what I get. I need to export a unity package because I'm using unity 2019.3, it's fine if I need a longer pipeline of work, but at this moment I also need to change computer, switch on a mac, import then export and go back to the pc. This is not acceptable. What is the problem I'm facing? How can I solve it? I do not understand why looking at the properties of the materials seems to be all ok, but the final rendering (also in scene view) is something emitting light. Thank you for your help. marco
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By Miranda (RL) - 5 Years Ago
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astgeorge (2/14/2020) Along the lines of the question above. When is the Auto-Setup tool going to be updated for the latest version of Unity? There seem to be some shader issues going on when importing characters, and it's getting to be a bit of a hassle to make a project in one version and then scale it up to the latest.
Hi astgeorge,
I've been checking with Dev Team. The specific delivery date is not firmed yet, but it won't be earlier than April as far as I know.
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By qbgroupapp - 5 Years Ago
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Here it is, does not seem to be something critical in the console log. I'd really need to know how to solve the problem with the import of the models into an HDRP scene under windows.Thank you 
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By markrrand - 5 Years Ago
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My CC3 characters exhibit severe joint deformations when playing animations designed for Unity's humanoid rig. The deformations occur at rotations that are well within the range of normal human movement (and standard video game fare), such as supporting the front of a rifle. The png below is typical. The animations I'm using work fine for any characters that use the standard Unity rig. The distortions also occur on the free sample character, Max, that Reallusion offers thru the Unity Asset store. (They're far less noticeable with Max because his proportions are cartoonish, If you look, though, it's clear that the degree of deformation is the same.) I've tried several work-arounds, but with no success. Do you have any suggestions? Thanks.
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By qbgroupapp - 5 Years Ago
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I need to find a solution, it is getting urgent for me.Is there anyone who can explain why in many different windows computers with many different versions of unity the script does not work as it was supposed to? I really need it urgently. Thank you marco Miranda (RL) (2/17/2020)
Hi Marco, Can you screenshot the Console page?  qbgroupapp (2/11/2020) Hi, I'm trying to use the HDRP auto setup script, but the only way to use it is on macOS using unity 2019.2.20. Under windows, I tried with unity 2018.4 (LTS), 2019.1.14 and 2019.2.20 but I always get a bad result, I do not understand why. Here is a screenshot of what I get. I need to export a unity package because I'm using unity 2019.3, it's fine if I need a longer pipeline of work, but at this moment I also need to change computer, switch on a mac, import then export and go back to the pc. This is not acceptable. What is the problem I'm facing? How can I solve it? I do not understand why looking at the properties of the materials seems to be all ok, but the final rendering (also in scene view) is something emitting light. Thank you for your help. marco
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By ptrefall - 5 Years Ago
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I successfully imported characters from CC3 into Unity 2019.1.14f1 (HDRP 5.7.2-preview) and from there ported the folder with generated content to 2019.3. It's been a while though, so I have not attempted this on the latest HDRP version (7.2.1). I'm currently waiting for the DOTS pipeline to mature a bit (and specially DOTS Animation), before I spend more time on my CC3 import pipeline, so I can wait until April.
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By Miranda (RL) - 5 Years Ago
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Hi markrrand,
Sorry for the late response. It seems to be a known issue, may you do us a favor to record this issue on Feedback Tracker? You can copy and paste your comment from here to FT: https://www.reallusion.com/FeedBackTracker/
This will help to track the issue, thanks!
Miranda
markrrand (2/18/2020)
My CC3 characters exhibit severe joint deformations when playing animations designed for Unity's humanoid rig. The deformations occur at rotations that are well within the range of normal human movement (and standard video game fare), such as supporting the front of a rifle. The png below is typical. The animations I'm using work fine for any characters that use the standard Unity rig. The distortions also occur on the free sample character, Max, that Reallusion offers thru the Unity Asset store. (They're far less noticeable with Max because his proportions are cartoonish, If you look, though, it's clear that the degree of deformation is the same.) I've tried several work-arounds, but with no success. Do you have any suggestions? Thanks. 
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By markrrand - 5 Years Ago
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Posted on Feedback tracker concurrent with the original post. Have not seen any response.
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By Miranda (RL) - 5 Years Ago
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markrrand (3/13/2020) Posted on Feedback tracker concurrent with the original post. Have not seen any response.
Got it, I will highlight the issue to Dev Team. Thank you!
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By mark_931256 - 5 Years Ago
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Currently, the tool for importing CC3 and iClone .fbx files into Unity only support Unity up to version 2019.1, however their current version is 2019.3 has been out for a while, and they will soon be releasing 2020.1. (Unsurprisingly, If I use the your tool for importing into these later versions, it doesn't work correctly.) Will you have an update for your tool soon? It makes it so easy to import into Unity. Can you give an update on when you estimate the tool may be ready?
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By chris_466129 - 5 Years Ago
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The reason why the Auto Setup no longer works with Unity 2019.3 that uses HDRP 7.3 or higher is because the HDRP package no longer supports "UnityEditor.Experimental.Rendering.HDPipeline.HDEditorUtils" which the Auto Setup DLL calls during the conversion/setup process. That namespace was deprecated as the HDRP package is now considered production by Unity. However, because the DLL in the Auto Setup link references that library class, the conversion fails.
https://www.reallusion.com/FeedBackTracker/Issue/The-Auto-Setup-for-Unity-v1-01-is-not-compatible-with-HDRP-7-3-in-Unity-2019-3-x
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By denisionin - 5 Years Ago
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I hope guys from Reallusion will update the plugin for Unity to support the latest stable release. It seems a little bit unfair that Unreal gets updates regularly, unlike Unity :/
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By Miranda (RL) - 5 Years Ago
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Hi everyone!
Sorry for the long long waiting. Dev Team promised to give me an update in the week of May 11th about when the latest Unity 2019.3 will be supported. I hope it will be released along with the CC 3.3 launch this quarter.
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By Jfrog - 5 Years Ago
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I hope so too! :)
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By messer262a2 - 5 Years Ago
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Hi,I'm trying to use Auto Import plugin https://www.reallusion.com/character-creator/unity-auto-setup.htmlAfter watching this instruction, https://www.youtube.com/watch?v=cAR-DBLKqgsI created HDRP project in unity, Imported the corresponding plugin package into the unity project (hdrp.unitypackage)Exported standard huntress character from CC 3.22 as Clothed FBX into some folder (using recommended settings)dragged and dropped this exported folder into CC_Assets folder in unity.After import into Unity, any character which I import becomes black and does not represent the original color. If I change color manually to some color, I can see the texture of this material.Tried this for Unity 2019.1.14f1 and 2018.4.22f1 and corresponding plugin package versions. Autosetup version is 1.01I also created support ticket but they advised me to go to the forum. Please see the attached screenshots (head is yellow - manually changed color as an example)
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By Dan Miller - 5 Years Ago
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Hello,
The CC3 character has to be exported directly into the CC Assets folder. If you dragged and dropped into the folder that may be the problem.
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By messer262a2 - 5 Years Ago
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Hi, I did everything exactly as it was shown in the youtube tutorial. However I tried following your advice and exported standard character directly from Character Creator into CC_Assets folder. It did auto import it into unity, however, the result was the same (all textures are black) The problem is not solved:

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By Dan Miller - 5 Years Ago
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Hmm, I don't know what the issue is. If you find the answer I would be interested to learn as well. Sorry I am unable to help.
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By messer262a2 - 5 Years Ago
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The problem is that Albedo for all materials is set to black after import I have to manually reset each material to white Albedo. However, I suspect that material looks over-whited after that. As a workaround, I'm planning to write a script that sets all Albedos of all materials in object to white This is a bit disappointing..
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By Miranda (RL) - 5 Years Ago
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Hi messer262a2,
This is Miranda from Reallusion. The Albedo texture shall be automatically transferred to Unity via Auto Setup. May you provide us this character (FBX) or Unity project for our further investigation? Feedback Tracker can only attach file smaller than 10MB, please use free cloud space like Dropbox, Google Drive to sens us file. Thank you! https://www.reallusion.com/FeedBackTracker/
Miranda
messer262a2 (5/8/2020)
The problem is that Albedo for all materials is set to black after import I have to manually reset each material to white Albedo. However, I suspect that material looks over-whited after that. As a workaround, I'm planning to write a script that sets all Albedos of all materials in object to white This is a bit disappointing.. 
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By Miranda (RL) - 5 Years Ago
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denisionin (4/28/2020) I hope guys from Reallusion will update the plugin for Unity to support the latest stable release. It seems a little bit unfair that Unreal gets updates regularly, unlike Unity :/
Hi denisionin and everyone else here,
I just made an announcement here:
We will launch a new version to support Unity 2019.3 this month. :)
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By messer262a2 - 5 Years Ago
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Hi Miranda,
The Unity project is basic HDRP project with no changes. Only reallusion auto-setup plugin was installed. The export from CC was also made for the blank project with basic figure. No changes to both unity and CC projects were made.
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By jasonweise - 5 Years Ago
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denisionin (4/28/2020) I hope guys from Reallusion will update the plugin for Unity to support the latest stable release. It seems a little bit unfair that Unreal gets updates regularly, unlike Unity :/
This is actually the reason we are thinking about moving away from Character creator for our next project. Kind feel it was a waste of money as the Unity auto-setup is so far behind UE4. We purchased AutoRig for blender and are combining the materials hasn't been as painful as we thought. To be honest the amount of time "fixing" incompatible Unity auto-setup issues with HDRP because it never seems to get updated (August last year - really?) is about the same as "owning" the whole process and doing it manually. I really loved CC3 when we started using it but the lack of consistent support for Unity is more than disappointing. We are 8 days out from the end of May, hopefully the new auto-setup is released this month as reported so we can finish up the last of our current project with a bit more productivity and reliability.
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By Jfrog - 5 Years Ago
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I am also waiting for the update. A bit disappointed with the time in takes between each update. Character Creator is great but it is slowing my pipeline process at the moment. There is a big gap in Character model needs in Unity and I really believe Reallusion can fill this gap but they have to start putting Unity user on their priority list if they want this to happen. :)
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By messer262a2 - 5 Years Ago
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Hi, I uploaded the Unity project and exported CC3 character. The problem persists. https://www.dropbox.com/s/d99q4dxtnwtae7d/test%20reallusion.zip?dl=0 https://www.dropbox.com/s/ugyc9wibn8l2xnn/HDRP%20import%20test%202.zip?dl=0 Unity version is 2018.4.22.f1, CC3 is 3.22
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By Miranda (RL) - 5 Years Ago
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Thank you! We are checking the issue now.
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By Miranda (RL) - 5 Years Ago
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Hi everyone,
Unity Auto Setup v1.02 just released to be compatible with Unity 2019.1 / 2019.2 / 2019.3. You can download the Auto Setup tool HERE. Let us know if there is any issues, thank you! Miranda
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By Jfrog - 5 Years Ago
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This is great news! Thank you Miranda and thanks you to the Reallusion team.
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By luke (RL) - 5 Years Ago
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Hi, messer262a2 Can you try to use the newest autosetup version for 2019.1 and replace the hdrp package with this link? https://drive.google.com/file/d/1mheo0mbUXV8oHKUX0lDxfLuBitR04dl3/view?usp=sharing
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By messer262a2 - 5 Years Ago
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Hello,
I tried the new autosetup, it doesn't work in Unity 2019.3 either I updated the graphics card driver just in case (Geforce rtx 270 super) of course this didn't help Again we have black color in the base map of surface inputs (see below)


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By Jfrog - 5 Years Ago
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@Miranda
Hi Miranda. Do you have any ETA when we will have a version that actually works eith Unity 2019.3.13 and above in HDRP? It has been a month since the release of the last version and as you know there are many posts that clearly states that it does not work properly. I already reported this myself. I am really patient but we are a month later and we still did not hear about any fixes or new release. This is really disappointing.
Thank you for keeping us updated!
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By Miranda (RL) - 5 Years Ago
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Hi Jfrog and others,
We are going to have a new version along with CC3.3 / iClone 7.8 this month. I'm still waiting for the release note from Dev Team. Will get back to you as soon as possible.
Miranda
Jfrog (7/11/2020) @Miranda
Hi Miranda. Do you have any ETA when we will have a version that actually works eith Unity 2019.3.13 and above in HDRP? It has been a month since the release of the last version and as you know there are many posts that clearly states that it does not work properly. I already reported this myself. I am really patient but we are a month later and we still did not hear about any fixes or new release. This is really disappointing.
Thank you for keeping us updated!
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By Jfrog - 5 Years Ago
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@Miranda,
Thanks for keeping us in the loop Miranda.
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By synthetics - 5 Years Ago
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Will there be support for Unity 2019.4.LTS in the next version of this asset?
I tried importing a CC3 character in Unity 2019.4 URP and HDRP and neither was successfully processing the materials..
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By Miranda (RL) - 5 Years Ago
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avalonsutra (7/28/2020) Will there be support for Unity 2019.4.LTS in the next version of this asset?
I tried importing a CC3 character in Unity 2019.4 URP and HDRP and neither was successfully processing the materials..
Can you elaborate more details? May you show us the process? Screen-recording is preferred. Thanks!
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By synthetics - 5 Years Ago
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Miranda (RL) (7/29/2020)
avalonsutra (7/28/2020) Will there be support for Unity 2019.4.LTS in the next version of this asset?
I tried importing a CC3 character in Unity 2019.4 URP and HDRP and neither was successfully processing the materials..Can you elaborate more details? May you show us the process? Screen-recording is preferred. Thanks!
Is the current Auto-setup script (AutoSetup 1.02 for Unity 2019.3) supposed to work with Unity 2019.4? I tried importing a CC3.3 character setup into Unity 2019.4.0f1 as per instructions and none of the materials were correctly processed, neither in URP or HDRP.
Or is there already a newer version of the script available? If so, where can it be found?
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By Sekker2k4 - 5 Years Ago
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Hello ! I already tested Unity Autosetup ( for me the most important because i am working with unity ) and unreal plugin as well. About unity the plugin never works fine, no matter what version will using because always have details to fix handly. i am saying this because about my expirience is not difference between using it or not. Unfortunatelly. Version tested are 2019.3.0f6 . 2019.3.7 .... but not good enought approach as the character i made. Unity:

about unreal the things are different, the plugin is working very good and the approach is so good. Unreal:

Render from CC3

Please reallusion Bring unity users a little hope. i trust in you...
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By FabricioAlencar - 5 Years Ago
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My test with CC3 inside Unity is being nice, some bugs can be corrected manually such as importing the model without auto setup and configuring materials and textures.
I am eagerly awaiting a correction to facilitate my workflow :D

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By Jfrog - 5 Years Ago
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@FabricioAlencar,
It looks really good! Is this picture taken from Iclone or Unity? When you have spare time, would you mind sharing a before (CC3) and after (Unity) comparaison picture with a complete head and dressed body sample?
I did many export tests in Unity 2019.3.13f1 in HDRP. I understand the need for good lighting and shaders but the final quality results of the transfer is always way below my expectations.
Please don't pay attention to the lighting, this is just a basic CC3 to Unity 2019.3.13f1 transfer but the character does not look the same once transfered to Unity. The light and shaders may be improved but the quality textures are lost and the shape of the head and body aren't the same in both applications. Also the Unity Character looks much older than the CC3 same character.
CC3  Unity HDRP

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By synthetics - 5 Years Ago
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@Miranda
so I did some more testing with Unity 2019.4 today...
First of all it seems to work with URP. The character imports and materials look like having been correctly converted. With HDRP I get strange, green shadows on the imported model (see screenshot).
I think the mistake I did first was to either embed textures on exporting and/or have the exported files moved into a subfolder before moving them into Unity.

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By denisionin - 5 Years Ago
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You need to apply DIffusion Profile to the SSS shader and make sure it's added to the HDRP asset

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By denisionin - 5 Years Ago
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Miranda (RL) (7/16/2020)
Hi Jfrog and others, We are going to have a new version along with CC3.3 / iClone 7.8 this month. I'm still waiting for the release note from Dev Team. Will get back to you as soon as possible. Miranda Jfrog (7/11/2020) @Miranda
Hi Miranda. Do you have any ETA when we will have a version that actually works eith Unity 2019.3.13 and above in HDRP? It has been a month since the release of the last version and as you know there are many posts that clearly states that it does not work properly. I already reported this myself. I am really patient but we are a month later and we still did not hear about any fixes or new release. This is really disappointing.
Thank you for keeping us updated!
Is there any update on this? It's been over 2 weeks now
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By Miranda (RL) - 5 Years Ago
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denisionin (8/3/2020)
Is there any update on this? It's been over 2 weeks now
Hi denisionin,
We made a post on July 23rd about the latest status and Beta testing. https://forum.reallusion.com/451720/Auto-Setup-11-for-Unity-compatible-with-CC-33-iClone-78
We got some feedback from Beta users, and are working on program fine-tuning.
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By Miranda (RL) - 5 Years Ago
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Hi avalonsutra,
We were aware of this issue, and made a note on the announcement on July 23. The workaround is like what denisionin suggested. We are studying and plan to fix it in the Auto Setup v1.1.
avalonsutra (7/31/2020)
@Miranda so I did some more testing with Unity 2019.4 today... First of all it seems to work with URP. The character imports and materials look like having been correctly converted. With HDRP I get strange, green shadows on the imported model (see screenshot). I think the mistake I did first was to either embed textures on exporting and/or have the exported files moved into a subfolder before moving them into Unity. 
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By deidrereaystudios - 5 Years Ago
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So is it a plan to have unity 2019.4.7f1 LTS being apart of the new auto scripts?? I would see no reason why reallusion and us all would not want to be up to date with unity's latest LTS version . They will always be focusing on that one version from here on out and is the best version for that year. THat should be something we all aim to be apart of and work with moving forward. That including support for built in , URP , and HDRP version of the 2019.4.7f1 LTS
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By tvwk2013 - 5 Years Ago
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I also have problems in Exporting and Auto creating character in Unity 2019.4.5 HDRP version, the issue is with hair, first of all it is not in the best quality, but I guess I can fix it, the other issue is when I add a component Cloth to add physics to the hair, it looks really strange, please take a look on the video https://www.youtube.com/watch?v=uScWkODjRF4 may be you can advice me anything, I am very new to CC3 and iClone (using it for 3 days LOL) And every time I use the Auto set up I get the error message in Unity, you can see it in the video.
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By Miranda (RL) - 5 Years Ago
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Hello,
It's fixed in version 1.1. There is no need to manually change the diffuse profile.Please download the tool, and try again, thank you!
Miranda (RL) (8/3/2020)
Hi avalonsutra, We were aware of this issue, and made a note on the announcement on July 23. The workaround is like what denisionin suggested. We are studying and plan to fix it in the Auto Setup v1.1. avalonsutra (7/31/2020)
@Miranda so I did some more testing with Unity 2019.4 today... First of all it seems to work with URP. The character imports and materials look like having been correctly converted. With HDRP I get strange, green shadows on the imported model (see screenshot). I think the mistake I did first was to either embed textures on exporting and/or have the exported files moved into a subfolder before moving them into Unity. 
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By chris_466129 - 5 Years Ago
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There's a bug in 1.02 with Unity 2020.x, if you have the tick box unchecked for auto import, the editor dll plugin is still active and will modify animation clips outside of the cc_assets folder. It overwrites clip length, loop post, root node rotation, root transform position on any new fbx imported into the project (regardless of folder location in the project). It will also remove animation clips from animation controllers project wide if you upgrade your unity version by changing the animation to "none" in the controller. There's a thread on the unity forums as well for this.
https://forum.unity.com/threads/solved-animation-clip-properties-not-saving-with-apply.918116/ https://forum.unity.com/threads/animator-bug.906932/#post-6257831
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By peterbehere - 5 Years Ago
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I'm not following all 17 page of this thread, but why can't I download the latest version... or ANY version for that matter?
Here is the webpage: https://www.reallusion.com/character-creator/unity-auto-setup.html
Here is the Download link (notice anything familiar): https://www.reallusion.com/character-creator/unity-auto-setup.html
That's a bit embarrassing for Reallusion.
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By Peter (RL) - 5 Years Ago
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There is no error on the page. Clicking the "Download" button works fine for me using the latest version of Microsoft Edge. Which browser are you using?

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By peterbehere - 5 Years Ago
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Ok, I see. I am using Chrome, but there is no indication that the link is browser specific. I'll give it a try later when I can. Thanks for the advice. 😉
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By Peter (RL) - 5 Years Ago
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Hi... If you are still having problems, please use the direct download link below.
http://file.reallusion.com/auto_setup/Character_Creator_and_iClone_Auto_Setup_110_for_Unity.exe
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By coach1 - 5 Years Ago
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Hello! Correct me if i am wrong but there will not be any Auto set up for Unity 2019.4 LTS version???
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By csablazar - 5 Years Ago
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Hi,
After carefully read everything here, unfortunately there is no success. I could not import a CC3 model to Unity. There is no base, normal, bent map linked to the skin body, for example. But everywhere the same this. Missing maps, textures, materials etc.
Unity ver: 2019.3.9f
I am using the current version of the auto setup script. The script runs, no error messages. But it seems everything just messed up. Maybe there is something with the CC3 export?I have noticed the there should be a .fbm folder in the export, which is not in my export files.
Any help would be very appreciated! Thank you very much in advance!


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By Miranda (RL) - 5 Years Ago
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Hello csablazar,
Try not to tick Embed Textures checkbox in Export FBX panel?
csablazar (10/31/2020)
Hi, After carefully read everything here, unfortunately there is no success. I could not import a CC3 model to Unity. There is no base, normal, bent map linked to the skin body, for example. But everywhere the same this. Missing maps, textures, materials etc. Unity ver: 2019.3.9f I am using the current version of the auto setup script. The script runs, no error messages. But it seems everything just messed up. Maybe there is something with the CC3 export?I have noticed the there should be a .fbm folder in the export, which is not in my export files. Any help would be very appreciated! Thank you very much in advance!  
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By Miranda (RL) - 5 Years Ago
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Hello coach1,
The next update to support this version will be released along with CC v3.4. The launch date is not firmed yet.
coach1 (10/29/2020) Hello! Correct me if i am wrong but there will not be any Auto set up for Unity 2019.4 LTS version???
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By coach1 - 5 Years Ago
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Is there any way to work around to suggest for 2019.4 LTS even if i set up the avatar manually? I am interested for HDRP more because a project is already running but i will definitely need it for all versions soon. :(
Miranda (RL) (11/7/2020)
Hello coach1, The next update to support this version will be released along with CC v3.4. The launch date is not firmed yet. coach1 (10/29/2020) Hello! Correct me if i am wrong but there will not be any Auto set up for Unity 2019.4 LTS version???
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By luke.vstone - 5 Years Ago
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Hello Miranda,
I have recently joined this community I have had a look for the question I want to ask and have not seen it asked already so...
When doing all of above or alternatively importing them into unity myself there is a considerable quality dip as the textures no longer have the same quality is this an issue on my side am I missing something here ?
The quality I can get in character creator and headshot vastly deteriorated in unity where as normally models are able to hold there visual fidelity when I use other tools?
Hope this gets an answer as I’m sure will help others too.
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By jrlamar - 5 Years Ago
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Hi — can you please confirm that the next release of this utility will fully support the following:
• Unity 2019.4 LTS • built-in, URP, and HDRP pipelines • latest versions of CC and iClone
Thanks,
Jason
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By coach1 - 5 Years Ago
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totally agree. i am sending the pictures from CC3 to clients and the result is great. But when i am importing in unity the result is almost ... terrifying in some cases. especially when they have curly hair or something strange. i am trying to correct the issue with skin shaders plug in. I am wondering what is the result to unreal... There are some similar discussions in forum though. But they only improve the result just a little. i think the Unity Character is 705 quality of the CC3 Original character
luke.vstone (11/19/2020) Hello Miranda,
I have recently joined this community I have had a look for the question I want to ask and have not seen it asked already so...
When doing all of above or alternatively importing them into unity myself there is a considerable quality dip as the textures no longer have the same quality is this an issue on my side am I missing something here ?
The quality I can get in character creator and headshot vastly deteriorated in unity where as normally models are able to hold there visual fidelity when I use other tools?
Hope this gets an answer as I’m sure will help others too.
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By jrlamar - 5 Years Ago
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Hi — can you please confirm that the next release of this utility will fully support the following: • Unity 2019.4 LTS • built-in, URP, and HDRP pipelines • latest versions of CC and iClone Also, do you have an ETA on the next release?
Thanks, Jason
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By Lionious - 5 Years Ago
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would like to have a support for 2020 & 2021 HDRP :) i been revisiting the download page for months and still no update. also maybe a system in asset store would be cool to update from package manager.
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By MuriithiNyaga - 5 Years Ago
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w
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By jrlamar - 5 Years Ago
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Apparently Daz can figure this out ... https://www.daz3d.com/daz-to-unity-bridge ... so why can't you?
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By Jfrog - 4 Years Ago
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@Miranda
Hi Miranda,
We are in 2021 and we still don't have any revision updates yet for Unity 2020. I believe Unity users expect a little more support from Reallusion, I really feel we are in the bottom list of your priority. Really disapointed here.
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By cognos - 4 Years Ago
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Yes, that's what I thought too. Had tested the bridge with 2020.1.8f1 and 2020.1.17f1. Quite nice, but also not very reliable, as I could experience so some Unity crashes during import. The avatar is also not correctly rigged, for animations it is enough, but not for Ragdolls, Puppetmaster, FinalIK, etc.. There are ways around this, but manually tedious and writing an automation script for it would also be wasted time if Daz eventually fixes the bug. Had participated in the big sale before New Year and stocked up on Daz assets for the future. RL doesn't seem to want to release bodymorphs for export. As a result, I'll probably have to integrate both pipelines into my project.
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By Sekker2k4 - 4 Years Ago
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I think making a bridge would be optimal. reallusion are losing more clients when them use Autosetup script which in most cases does not work as expected. Please reallusion Make a bridge for unity, you will explode in clients if it work as expected.
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By jrlamar - 4 Years Ago
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Dear Reallusion: I have spent hundreds of dollars on your software. I use Unity for game development, which is one of two game engines you highlight as supporting throughout your site. It has now been literally months since we have heard anything about making your software compatible with the latest LTS versions of Unity, particularly with HDRP and URP. If you don't respond soon with explanations and solid plans, I suggest that all Unity devs demand a refund for all purchased software that's supposed to be "compatible" with Unity — because clearly it isn't. You are engaging in blatant false advertising and terrible customer service, alienating the users of one of the two major game engines in the world. Shame on you.
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By coach1 - 4 Years Ago
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jrlamar (1/31/2021) Dear Reallusion: I have spent hundreds of dollars on your software. I use Unity for game development, which is one of two game engines you highlight as supporting throughout your site. It has now been literally months since we have heard anything about making your software compatible with the latest LTS versions of Unity, particularly with HDRP and URP. If you don't respond soon with explanations and solid plans, I suggest that all Unity devs demand a refund for all purchased software that's supposed to be "compatible" with Unity — because clearly it isn't. You are engaging in blatant false advertising and terrible customer service, alienating the users of one of the two major game engines in the world. Shame on you. Recently, Reallusion asked for my opinion about CC3. In comments section i wrote exactly that. I have spent ...thousands because i decided to invest here. But i am unity developer. And it seems that only Unreal engine is full compatible with reallusion's products. Unity has released 2021.1 and we still dont have Auto-setup for 2019 LTS! I am really wondering if there is an explanation even only about this. Really disappointed . I agree with refund at the end of the day. I missed previous years video with future steps. ..
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By deidrereaystudios - 4 Years Ago
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Sitting here completely confused.. How can reallusion not even answer or give a clear path for the unity devs your product states it would support. It is one thing (and I understand that unity new versions would be hard to keep up with) to fall behind and not have everything working with brand new unity versions, but to not have the LTS even close to working. No words even what is happening, no roadmap laid out, nothing... Hate to break it to you but maybe I should. Unreal just came out with their better version of CC3. Unity is working on theirs.. If you do not serious get this together you are going to lose all of the Game devs trying to use this software (which we all enjoy but are becoming furious we are treated as fools). Please do any of the following. 1.) Give us a road map and allow for that to be seen and updated weekly ! (if not weekly that is simply due to no one at reallusion actually working on it) 2.) Open this up for the rest of us to do. (You have to realize half of the people here complaining in this thread are Professional Programmers in their own right) 3.) Respond to peoples comments here. Its sad and no offense to Miranda who does, but where is the customer support....
Also want to note that us working on our game seem to perhaps have figured out with help of friends getting the actual body morphs into unity and working (with some assets from Unity Asset Store) Yes yes I know... If this is the case and it can be worked out reallusion you just missed out again... You are now going to have every one of these devs paying another person for their bridge... One you could have easily done but refused to even acknowledge. Its sad really... 
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By Sekker2k4 - 4 Years Ago
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Yes i have CC3 for a year... i am Unity developer. and i am so dissapointed. i have always to manyally importing and fixing the materials for my characters...i am just seeing how RL bet for UE and them now releasing Metahuman.... ok... LTS version.... and no supported... i lost the faith in you. honestly...
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By e1_scheer - 4 Years Ago
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I have to agree with a lot of the points being raised about the integration between CC3 and Unity.- Hand tweaking materials is a pain
- Merging materials is unreliable
- Issues like a default character having their mouth open in the default pose is unpredictable
- Not being able to have lipsync on a LOD character is something that's been asked for over a year
- A reliable T-Pose is essential for doing any kind of animation work
- Switching T-Pose to A-Pose seems to have been an arbitrary choice
- No support for Unity 2019.4 LTS (should be default)
- Exporting bodymorphs is a must have ( it feels the limit is only there because of license issues)
- Integration of the CC3 skeleton with Final IK/Puppetmaster would be awesome
The list goes on but the most vital part is to have Reallusion react to these questions being raised in a meaningful way. And by the way, as mentioned in this threat, other companies are not standing still either. Metahuman is looking very promising at the moment.
Thanks for listening
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By Peter (RL) - 4 Years Ago
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Thank you all for the feedback. We do understand the frustration regarding updates.
We are urgently working on our plans for future Unity support and the update schedule for the Auto-Setup. As soon as this is finalised we will let you all know.
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By jrlamar - 4 Years Ago
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Wow, an official acknowledgement! And only after almost 4 months of legitimate customer complaints!
It’s a start.
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By deidrereaystudios - 4 Years Ago
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Thanks Peter. As i tried to state this really is all people need is to see something is being done because if not (there are other options be it they may not be as user friendly or nice as CC3)
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By cognos - 4 Years Ago
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What we need is an official statement regarding upcoming developments towards Unity game development - e.g. a game dev roadmap would be helpful. The importer is really the smallest problem here, as this importer works, FinalIK and Puppetmaster also work, even if the previous speaker says otherwise. - Missing bodymorphs are a problem. - Limited number of dresses per export is a problem. - Limited facial morphs in terms of emotions when combined with lip sync are a problem. - In addition, missing genitals and anus are also a problem, if you don't want Barbies running around in an adult action game, see Cyberpunk 2077 as a reference - we are living in 2021 and not in the Middle Ages. The problem with RL seems to be that they haven't yet realized that there is a huge paradigm shift happening in the game development industry right now. Large dev teams with hordes of developers and designers are no longer necessarily needed to create great games. Small teams, or professional developers/designers who work alone and buy useful assets when needed, like I do, are enough to create games that can stand comparison with AAA titles. And in such environments, flexibility and automation are in high demand. You don't have the time to deal with trivialities, bugs or missing features for days on end, just because the company's policy wants it that way. Personally, I have already stopped development with CC3 for about 6 months, but also with DAZ, because there are simply too many unresolved issues and I don't want to waste time with trivial nonsense. Had designed some characters back then and just got annoyed, especially with missing features, poor documentation and fully useless but political restrictions. I buy my AAA robots from cgTrader in the meantime and continue with the actual development until CC or DAZ finally get their stuff together. Until then, I'll make do with my prototypes regarding CC. I'd rather focus on my code, state machines, game mechanics, environment and sound design, IK, raytracing, etc. for now - but I just don't want to be told anymore that this, that and the other can't be done because it might interfere with another business model of RL. You should also take note that with MetaHuman you will lose all Unreal customers. Yes, ALL, this has already happened in principle, even if you haven't noticed it yet. So, you should take care of the Unity community as soon as possible, before you lose all game developers, if Unity should come around the corner with something similar. In my opinion, however, this won't happen anytime soon.
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By deidrereaystudios - 4 Years Ago
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Honestly I agree with so much of what Cognos said. Unity is literally your last hope with devs. MetaHuman means there is literally zero need for CC3 for anyone using Unreal. None P.S. (it looks and will be amazing)).. So maybe time to focus a bit of attention on Unity customers before they are gone as well..
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By Sekker2k4 - 4 Years Ago
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Peter (RL) (2/15/2021) Thank you all for the feedback. We do understand the frustration regarding updates.
We are urgently working on our plans for future Unity support and the update schedule for the Auto-Setup. As soon as this is finalised we will let you all know.
I am happy to read it! I hope the support will be beyond AutoSetup. Live Link etc would be useful. Take care and keep the good work.
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By Jfrog - 4 Years Ago
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Thanks Peter.
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