By Miranda (RL) - 5 Years Ago
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Plugin Download & Update History You can download the plugin " Character Creator & iClone Auto Setup" from HERE. - From v1.01, Unreal users can install (copy) the plug-in under the project folder only. Installing the plug-in in engine-level is no longer supported.
- 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.
Official 1.22 (Aug 31, 2021) - Compatible with CC3.43, iClone 7.92, Unreal Live Link Plug-in 1.31 for iClone- Added: Compatible with Unreal Engine 4.27.
Official 1.21 (Aug 26, 2021) - Compatible with CC3.43, iClone 7.92, Unreal Live Link Plug-in 1.3 for iClone- Added: Compatible with ActorCore characters: actorSCAN, actorBUILD. -- Know More
Official 1.2 (March 24, 2021) - Compatible with CC3.4, iClone 7.9, Unreal Live Link Plug-in 1.3 for iClone- Added: Now supports Smart Hair system with new hairs, eyebrows, beards, and hair shaders (Auto Setup Required). -- Know More
- Fixed: Unreal Live link will fail if a special character exists within the node names of a character's skeleton. (FT #7480, reported by kwittykat23)
Official 1.11 (Dec. 28th, 2020) - Compatible with CC3.3, iClone 7.8, Unreal Live Link Plug-in 1.22 for iClone - Added: Compatible with Unreal Engine 4.26.
Official 1.1 (July 23rd, 2020) - Compatible with CC3.3, iClone 7.8, Unreal Live Link Plug-in 1.2 for iClone- Added: Support for CC3 Base+ characters.
- Added: iC / CC and UE Shader Mapping: iC/CC Digital Human Shader and SSS shader visual effects are sent to UE and remade inside UE. >> Know More
- Added: iC / CC and UE Physics Mapping: Character, accessory, props, soft-cloth, and collision shape settings are sent to UE and data is then mapped.
- Enhanced: Shortened the texture names and file paths (by removing " pbr / tra / Transparency ") to conform with Windows API limitation of 256 characters.
- Enhanced: Shortened AutoSetup Material file path (changed "Material_instances" to "Materials").
- Fixed: Only the Standard shader is kept on the character when it is brought into Unreal, even when LW or HQ profile is select. (FT #6604, FT #6665)
Official 1.04 (June 8th, 2020) - Compatible with CC3.2, iClone 7.7, Unreal Live Link Plug-in 1.12 for iClone- Added: Compatible with Unreal Engine 4.25.
Official 1.03 (Jan 13th, 2020) - Compatible with CC3.2, iClone 7.7, Unreal Live Link Plug-in for iClone 1.11- Added: Compatible with Unreal Engine 4.24.
Official 1.02 (Oct 28th, 2019) - Compatible with CC3.1, iClone 7.6, Unreal Live Link Plug-in for iClone 1.1 - Added: Compatible with Unreal Engine 4.23.
- Fixed: Auto Setup for Unreal imported dialog (FBX) did not correctly display in 4K resolution. (FT #6224)
- Fixed: Auto Setup had no buttons to Accept/Change Shader. (FT #6201)
Official 1.01 (Aug. 29th, 2019) - Compatible with CC3.1, iClone 7.6, Unreal Live Link Plug-in for iClone 1.1 - Added: Adjusted linkages for the new Epic Skeleton IK bone settings that accompany the CC Unreal preset.
- Added: Shader assignment and UE4 skeleton mapping on characters exported from iClone is now automated.
- Added: Shader assignment on props exported from iClone is now automated.
- Enhanced: Linked textures in CC do not associate correctly when exported to Unreal Engine. A Json file is provided to fix this inconsistency and apply the textures correctly onto the material.
- Enhanced: LODs are now placed within the same FBX file and will automatically be configured by the plugin when loaded. The FBX file must be prepared with a special LOD group format.
- Enhanced: Structural change for Reallusion Unreal Light Weight, High Quality, and Standard shaders. This updated structure now supports diffuse color, tiling, strength, offset, opacity, and two sided.
- Fixed: When the sampler type is set to linear color during node creation, instead of using greyscale, the TGA image file becomes indexed color causing a read error.
Beta 2.1 (May 6th, 2019) - Compatible with CC3.04 or above- Enhanced: Add mask on LW Shader and HQ Shader as the workaround of tessellation issue. (see details HERE)
Beta 2.0 (April 9th, 2019) - Compatible with CC3.04 or above Beta 2.0 (March 15th, 2019) - Compatible with CC3.04 or above- Enhanced: Simplified script execution procedure -- please find this post for detailed instructions
- You can simply drag and drop a FBX file and the rest of the procedure will be automated.
- You can now use the Import Button to bring FBX files into Unreal.
- Added: Customized Unreal Digital Humans shaders for hair, eyes, tongue, teeth, and skin. The skin will come with two shaders:
- HQ skin shader (high quality): using Unreal Digital Human as a base, we adjust the settings to up the ante on visual quality.
- LW skin shader (lightweight): based on the shaders from Epic Game's Paragon, we leverage their highly optimize skin shader without compromising visual quality.
- Added: Automatically split ORM textures into separate channel assignments for AO, Roughness, and Metallic.
- Added: Assign the equivalent UE materials based on what was deployed in CC3:
- Traditional -> Specular
- PBR -> Roughness & Metallic
- Fixed: Skeleton meshes for Motionplus will now be re-imported.
Beta 1.1 (Jan. 22nd, 2019)- Enhanced: add source of plugin for running C++ projects >> related issue
Beta 1.0 (Jan. 15th, 2019)
Special Notice & FAQ
Some special notice & FAQ have been mentioned in the tutorials. We collect some important messages, please read it before starting the auto-setup process: Welcome to share your experience with us, thank you
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By Ellessarr - 5 Years Ago
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a good quality of life future improviment for this plugin and in general for the cc could be in the future we have the "ambient occlusion, roughness and metalic" maps being a simple map instead of 3 separated maps, unreal can work with all the 3 being used in the same map, substance paint have a o option for that, they can be put together in a simple "RBG" map, something like that:
you can place all that 3 texture maps in a single one reducing the amount of files needed per asset/character.
edit: to be clear this is not a perfect exemple and on that one the user switched the positon of the 2 links, you can do that in unreal if you want but the point is to show which is possible to have the 3 maps texture combined in a single one.
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By rogyru - 5 Years Ago
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Tested it and the materials all very look good and it saves a a lot of time. But are the chars exported from CC3 to unreal compatible with motion exports from iclone ? I have tested 4 different facial animations from Iclone to unreal and none of them work with the CC3 char inside of unreal engine ?
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By Miranda (RL) - 5 Years Ago
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rogyru (1/15/2019) Tested it and the materials all very look good and it saves a a lot of time. But are the chars exported from CC3 to unreal compatible with motion exports from iclone ? I have tested 4 different facial animations from Iclone to unreal and none of them work with the CC3 char inside of unreal engine ?
Hi rogyru,
Please make sure you have checked "Import Morph Targets" in FBX setting panel. After initializing the Plugin, you can fix the disappearance of morph data by opening up the Content Browser, selecting the skeleton mesh, and click on the Reimport the current mesh button.
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By Miranda (RL) - 5 Years Ago
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Ellessarr (1/15/2019)
a good quality of life future improviment for this plugin and in general for the cc could be in the future we have the "ambient occlusion, roughness and metalic" maps being a simple map instead of 3 separated maps, unreal can work with all the 3 being used in the same map, substance paint have a o option for that, they can be put together in a simple "RBG" map, something like that: you can place all that 3 texture maps in a single one reducing the amount of files needed per asset/character. edit: to be clear this is not a perfect exemple and on that one the user switched the positon of the 2 links, you can do that in unreal if you want but the point is to show which is possible to have the 3 maps texture combined in a single one.
Hi Ellessarr,
Thanks for the suggestion. We are working on it now.
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By rogyru - 5 Years Ago
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Miranda (RL) (1/16/2019)
rogyru (1/15/2019) Tested it and the materials all very look good and it saves a a lot of time. But are the chars exported from CC3 to unreal compatible with motion exports from iclone ? I have tested 4 different facial animations from Iclone to unreal and none of them work with the CC3 char inside of unreal engine ?
Hi rogyru, Please make sure you have checked " Import Morph Targets" in FBX setting panel. After initializing the Plugin, you can fix the disappearance of morph data by opening up the Content Browser, selecting the skeleton mesh, and click on the Reimport the current mesh button. Thanks for the feedback , got it working now. The problem was i was not exporting in Imotionplus format , had exported in Imotion only so no facial morph data was in the file. Thanks
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By sqeezigames - 5 Years Ago
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This is an incredible time-saver. Thanks RL for providing this!
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By artjonessss - 5 Years Ago
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Thanks for the plugin! I'm really looking forward to adding a mix map "ORM" (RGB) of three maps (AO, Roughness, Metallic) !!!
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By artjonessss - 5 Years Ago
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Will the plug-in be added to the Marketplace UE4? This would greatly help users automatically update the plugin when a new version comes out.
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By Peter (RL) - 5 Years Ago
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artjonessss (1/17/2019) Will the plug-in be added to the Marketplace UE4? This would greatly help users automatically update the plugin when a new version comes out.
At the moment the plug-in is still Beta. However, once the final version is ready sometime in Q2, then it should be available from the UE4 marketplace.
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By Miranda (RL) - 5 Years Ago
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Hi everyone,
The tutorial of "Setting up LOD for CC3 Characters in Unreal with Auto-Setup Plugin" is available!
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By rogyru - 5 Years Ago
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Done a test inside of Unreal , used standard CC3 char and motion from iclone. Plugin works well and it looks good , just learning tweaks to improve it. The three areas from improvment i notice are the Hair/ Scalp / Eyelash materials .The opacity settings look a bit off to me , other than that its great
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By TonyDPrime - 5 Years Ago
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Tried importing several different ways and bringing folder (tried the entire FBX, and just the FBM) into several different locations, I always get the error: "Did not find texture folder"
But I am replicating just how the tutorial shows, with the FBX folder brought in to the character folder I made, which is like-named to the FBX imported avatar. Which are you actually supposed to import...the FBM folder, or the entire folder....and does it matter where you put it?
EDIT:
I see, I am supposed to just bring the entire FBX folder into the content folder as the 1st step. I was importing an FBX, and then placing a folder inside that...
It is working.
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By Miranda (RL) - 5 Years Ago
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Hi rogyru,
Looks nice! (expect for the missing eyelashes We'd like to enhance this part by integrating with Unreal official shader in the next version.
Hi TonyDPrime,
Thanks for the update! Yes, the entire FBX folder should be put into the same folder.
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By rogyru - 5 Years Ago
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Miranda (RL) (1/22/2019)
Hi rogyru, Looks nice! (expect for the missing eyelashes We'd like to enhance this part by integrating with Unreal official shader in the next version. Hi TonyDPrime, Thanks for the update! Yes, the entire FBX folder should be put into the same folder.
Good stuff look forward to a update to help with the Hair etc
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By LookingGlassGraphics - 5 Years Ago
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Will something like the LOD script be available to use within Iclone in the near future? We could definitely use that to create animation with higher quality models in case there's scenes with many avatars. I know bringing in Low Poly characters would work but having a script like that within IC7 would be awesome.
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By macsklad - 5 Years Ago
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Hi! First of all - what a great idea! Second: would You be so kind and include versions for unreal 4.18 (4.18 is the most stable atm for examle concerning multiplayer, which 4.20 broke)? Please
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By schmigel.sign - 5 Years Ago
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Is there any special setup for the hair texture? Opacity and specular textures are already NO srgb
Here´s the hair in CC:
And in Unreal:
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By Ellessarr - 5 Years Ago
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i've found a annoying bug, which could not be precise from the pluging but for sure is for CC3, is which the textures only worker proper if you use the default fle extension type(in this case jpeg) if you try to use things like TGA (targa) which is much better for unreal the texture get totally screwed, the textures only proper work if you use the default archive style, could be good take a look at this.
i tried today to export using the pluging and when i did it using targa format it bugged a lot the textures and only worked when using default texture type(jpg)
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By Miranda (RL) - 5 Years Ago
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LookingGlassGraphics (1/24/2019) Will something like the LOD script be available to use within Iclone in the near future? We could definitely use that to create animation with higher quality models in case there's scenes with many avatars. I know bringing in Low Poly characters would work but having a script like that within IC7 would be awesome.
Hi Jacob,
I can't promise you anything at this moment, but this request has been addressed to Product Team before CC3 launched.
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By Miranda (RL) - 5 Years Ago
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macsklad (1/25/2019)
Hi! First of all - what a great idea! Second: would You be so kind and include versions for unreal 4.18 (4.18 is the most stable atm for examle concerning multiplayer, which 4.20 broke)? Please
Hi macsklad,
We may not support versions backward, but we will do some test, and get back to you.
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By Miranda (RL) - 5 Years Ago
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Hi schmigel.sign,
May I know if you were using the Auto-Setup Plugin to import CC characters to Unreal? From the images you provided, the Blend mode shall be "Masked", and Two-sided option shall be ticked automatically when executing the plugin.
schmigel.sign (1/31/2019)
Is there any special setup for the hair texture? Opacity and specular textures are already NO srgb Here´s the hair in CC: And in Unreal:
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By Ellessarr - 5 Years Ago
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i have another question i'm seeying "too much textures" in my fodder, like you have the fbm folder them texture folder, them also the textures in the same folder as the materials, we really need all that "textures" to the materials work??? we can't delete it's like having 3 or 4 times the same texture in different folders it's looks a little crazy, don't have anyway to optimize it, by remove the not used folders/textures? or i must save all?
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By Miranda (RL) - 5 Years Ago
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Ellessarr (2/1/2019) i've found a annoying bug, which could not be precise from the pluging but for sure is for CC3, is which the textures only worker proper if you use the default fle extension type(in this case jpeg) if you try to use things like TGA (targa) which is much better for unreal the texture get totally screwed, the textures only proper work if you use the default archive style, could be good take a look at this.
i tried today to export using the pluging and when i did it using targa format it bugged a lot the textures and only worked when using default texture type(jpg)
Thanks for reporting! It's duplicated on our side, and we will fix it in the coming version.
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By macsklad - 5 Years Ago
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Thank You, I'm sure there would be more people concerned about this, provided they'll discover Your software. Looking at UE forums a few other devs sticked to 4.18 version aswell.
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By antonio_112635 - 5 Years Ago
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Hello, I would like to test the animated character, is there any animated pose inside the default template poses of CC3 ? I cannot find the "cool pose" or something similar. Thx
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By Miranda (RL) - 5 Years Ago
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antonio_112635 (2/12/2019) Hello, I would like to test the animated character, is there any animated pose inside the default template poses of CC3 ? I cannot find the "cool pose" or something similar. Thx You can visit Marketplace to download some freebies, or trial assets for testing. https://marketplace.reallusion.com/iclone/motion
Filter > Free
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By Ellessarr - 5 Years Ago
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any news about when the fix for the tga and others extensions export is coming??? while for now the character is let's say "fine" really the default jpg even at high resolution still a lot poor and bad for the character specially on hair, any idea of how much will take for the next update for the tool???.
thanks for the hard work
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By har355 - 5 Years Ago
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Where can I download the open_A_UE4 pose from???
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By Peter (RL) - 5 Years Ago
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har355 (2/24/2019) Where can I download the open_A_UE4 pose from???
It is included with Character Creator 3 Pipeline. You should be able to find it in Content Manager under Pose > Body > Motion.
If you can't find it, do check that you have installed the Character Creator 3 Pipeline Resource Pack. If you need it, you can download from your Member Account > Registration page. Just click the Download link for CC3.
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By Kiwi-Hawk - 5 Years Ago
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Kia ora
I tried the export import but I think I broke it slecting the skeleton I wanted to use, I have this https://www.unrealengine.com/marketplace/human-base asset and q lot of his characters and was going to use Ayaka as a replacement charater as a test but selecting the basefamle skeleton was NOT a good move at import time. not sure if RL could afford to spen $17 bucks to show us how this might work as I know a lot of Dev's will want to do this type of retartgeting. Going to try again without selecting a skeleton
What is the HDRP map please? I'm assuming it's a packed map of some sort
Edit later after retrying,.. seems I'm a tad slow I missed the check box for the time stap and the import did not use the UE4 pose, so it worked So at import I followed ALL the instuctions (the second time round anyway) and made a change by slecting the Quang Phan PaseBody skeleton and then was able to use his master Blue_Print select the CC3 model as the mesh and select the correct Anim_BP, play and run around no worries.
Tho as said earlier in the thread theres a lot of textures, lot of duplicates, I'm not sure the .fbm folder is in fact being used at all I used the master material from the above UE4 assets and made instance's for the skin/body textures so that ended up be one material and 5 instance's. I have to say IMHO the folder structure could do with a lot of sorting out, double folder names ans folder with 3 file in them whille the other 2 related file are some other place jus make life harder and the whole structure messy, sorry but the model. material, Albedo and Normal in the same folder and the rest of the materials maps lord know how many deep in a structure some place else just NO. I dout I'm alone. tho the pluggin is great
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By Piepants - 5 Years Ago
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Hello, I'm getting the following error when trying to load my project after enabling the plugin. Any ideas? This is using source built 4.21.2
Plugin 'RLPlugin' failed to load because module 'RLPlugin' could not be initialized successsfully after it was loaded.
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By Miranda (RL) - 5 Years Ago
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Hi Kiwi-Hawk,
Thanks for your update. To replace the existing character with CC character, it did require you to manually adjust the bone number & name to be consistent with CC character's. We were aware of the duplicated texture issue, and try to fix it in the following patches.
Kiwi-Hawk (2/26/2019)
Kia ora I tried the export import but I think I broke it slecting the skeleton I wanted to use, I have this https://www.unrealengine.com/marketplace/human-base asset and q lot of his characters and was going to use Ayaka as a replacement charater as a test but selecting the basefamle skeleton was NOT a good move at import time. not sure if RL could afford to spen $17 bucks to show us how this might work as I know a lot of Dev's will want to do this type of retartgeting. Going to try again without selecting a skeleton What is the HDRP map please? I'm assuming it's a packed map of some sort Edit later after retrying,.. seems I'm a tad slow I missed the check box for the time stap and the import did not use the UE4 pose, so it worked So at import I followed ALL the instuctions (the second time round anyway) and made a change by slecting the Quang Phan PaseBody skeleton and then was able to use his master Blue_Print select the CC3 model as the mesh and select the correct Anim_BP, play and run around no worries. Tho as said earlier in the thread theres a lot of textures, lot of duplicates, I'm not sure the .fbm folder is in fact being used at all I used the master material from the above UE4 assets and made instance's for the skin/body textures so that ended up be one material and 5 instance's. I have to say IMHO the folder structure could do with a lot of sorting out, double folder names ans folder with 3 file in them whille the other 2 related file are some other place jus make life harder and the whole structure messy, sorry but the model. material, Albedo and Normal in the same folder and the rest of the materials maps lord know how many deep in a structure some place else just NO. I dout I'm alone. tho the pluggin is great
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By Miranda (RL) - 5 Years Ago
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Piepants (3/3/2019) Hello, I'm getting the following error when trying to load my project after enabling the plugin. Any ideas? This is using source built 4.21.2
Plugin 'RLPlugin' failed to load because module 'RLPlugin' could not be initialized successsfully after it was loaded.
Hi Piepants,
It might be compatibility issue. May we know if you execute the plugin in this folder? >> CC_Character_Auto_Settings_Unreal_4.21_Beta_1.1 There are two folders, one for Unreal 4.20, another for 4.21.
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By LiBraga - 5 Years Ago
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Seems like the issue I had yesterday... My mistake was that I dropped the whole extracted folder into UEs plugin structure. Unreal engine would then display the plugin but it gave me that error when restarting. As Miranda has hinted at.... you need to drill down in the extracted folders and find the folder for UE 4.21 and then put that into your UE plugins directory.
Now if only I could retarget the animations without Unreal crashing (even following the Reallusion tutorial causes a crash).
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By Piepants - 5 Years Ago
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Hi Miranda,
Yes I used the 4.21 version of the plugin by placing the CC_Character_Auto_Settings_Unreal_4.21_Beta_1.1 into the plugins folder. I tried both the engine and the individual project and once the plugin was enabled, I was getting the error message with both methods which resulted in the project being unable to boot up. I wonder if the issue is caused by having to rebuild the plugin for my source-built 4.21.2 engine?
If you could get the chance to try building UE4 4.21.2 from source and getting the plugin running as an engine plugin I would greatly appreciate the required steps on how to do so. Thanks!
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By Miranda (RL) - 5 Years Ago
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Hi Piepants,
We'd like to double check your process. Did you install the plugin before updating to 4.21.2? Have you ever got the plugin work in the previous UE4 version?
Our steps are updating to 4.21.2 first, installing the plugin later. Please delete the plugin under engine & individual project, and try again. Thanks!
@jm.johnson, thank you for your feedback!
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By Piepants - 5 Years Ago
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Hi Miranda,
I cleared out my engine and rebuilt 4.21.2 from scratch, verified that my project opened in it, then copied the 'CC_Character_Auto_Settings_Unreal_4.21_Beta_1.1' folder into the engines Plugins folder. I then ran my project, went to Edit -> Plugins and enabled the reallusion plugin, and pressed the restart project button.
Then I receive a popup message:
I click yes, it starts building, and then the project loading window appears, at around 70-80% of the load, another error message appears:
After this message, the project no longer tries to load. Like I said earlier, do you think the problem is that I'm having to rebuild the plugin and it isn't rebuilding the module correctly?
Please let me know if you need any more info from me, I can run through the process pretty quickly.
Also are you unable to reproduce this by building the engine from source?
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By SWGames - 5 Years Ago
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Hey, any new information about when the version 2.0 will be uploaded and ready to use? I really want to use the realistic human shaders in unreal engine. Will it include scatter maps so can shine through the ears for example?
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By Miranda (RL) - 5 Years Ago
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Hi everyone,
Thanks for your patience! Plugin Beta 2.0 just released.
Please find the download link from main post of this thread. Since the auto-setup process of Plugin Beta 2.0 has been improved, please visit the instructions for the details of new procedure.
- Enhanced: Simplified script execution procedure
- You can simply drag and drop a FBX file and the rest of the procedure will be automated.
- You can now use the Import Button to bring FBX files into Unreal.
- Added: Customized Unreal Digital Humans shaders for hair, eyes, tongue, teeth, and skin. The skin will come with two shaders:
- HQ skin shader (high quality): using Unreal Digital Human as a base, we adjust the settings to up the ante on visual quality.
- LW skin shader (lightweight): based on the shaders from Epic Game's Paragon, we leverage their highly optimize skin shader without compromising visual quality.
- Added: Automatically split ORM textures into separate channel assignments for AO, Roughness, and Metallic.
- Added: Assign the equivalent UE materials based on what was deployed in CC3:
- Traditional -> Specular
- PBR -> Roughness & Metallic
- Fixed: Skeleton meshes for Motionplus will now be re-imported.
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By rogyru - 5 Years Ago
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Miranda (RL) (3/15/2019)
Hi everyone, Thanks for your patience! Plugin Beta 2.0 just released. Please find the download link from main post of this thread. Since the auto-setup process of Plugin Beta 2.0 has been improved, please visit the instructions for the details of new procedure. - Enhanced: Simplified script execution procedure
- You can simply drag and drop a FBX file and the rest of the procedure will be automated.
- You can now use the Import Button to bring FBX files into Unreal.
- Added: Customized Unreal Digital Humans shaders for hair, eyes, tongue, teeth, and skin. The skin will come with two shaders:
- HQ skin shader (high quality): using Unreal Digital Human as a base, we adjust the settings to up the ante on visual quality.
- LW skin shader (lightweight): based on the shaders from Epic Game's Paragon, we leverage their highly optimize skin shader without compromising visual quality.
- Added: Automatically split ORM textures into separate channel assignments for AO, Roughness, and Metallic.
- Added: Assign the equivalent UE materials based on what was deployed in CC3:
- Traditional -> Specular
- PBR -> Roughness & Metallic
- Fixed: Skeleton meshes for Motionplus will now be re-imported.
This soulds like a very good update , hope to test it out over the weekend
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By mtakerkart - 5 Years Ago
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Hi Miranda,
Works fine but is there a possibility to keep the smooth mesh CC3 feature in udk ? Or does some one knows how to enable it in UDK ? I tried the tesselation with a scalarparameter node but it adds polygons without smooting edges.
UDK 4
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By macsklad - 5 Years Ago
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Hello! Nah, I know it's not logical, but You have to do it in a different way. The effect is quite nice, even without any tweaking:
No Tess
Tess On
So, please, follow these steps First You have to select the material, then scroll down to tesselation in details panel, like in this picture.
After That, select PN Triangles, like in this picture.
And Voila, works
Hope this helps!
Cheers, macsklad
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By mtakerkart - 5 Years Ago
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Thank you Macsklad but I did it before posting but it doesn't works. Strange edge and loooot of subdivisions...
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By Miranda (RL) - 5 Years Ago
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Hi Marc,
Have you tried Flat Tessellation?
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By mtakerkart - 5 Years Ago
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Hi Miranda , Yes I tried it too.
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By Bassline303 - 5 Years Ago
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for me tessellation works best when you bake all textures to ONE texture in CC3.
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By Miranda (RL) - 5 Years Ago
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Hi everyone,
Some features you requested have been implemented to the CC version we are currently working on.
Thank you!
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By TonyDPrime - 5 Years Ago
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Hello! Trying out the new 2.0 Unreal and
Nice Skin! Wow, very good! Now, the hair ...wahhhhh....Doesn't really seem like all of the material options we now have get it looking any better....looks flat, not like Siren's.
The other thing I find is PN Triangles Tessellation totally warping the mesh with errors. No matter what setting or amount I set, looks distorted...and then Flat Tessellation doesn't even work almost , it does nothing.
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By Miranda (RL) - 5 Years Ago
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TonyDPrime (3/28/2019) Hello! Trying out the new 2.0 Unreal and
Nice Skin! Wow, very good! Now, the hair ...wahhhhh....Doesn't really seem like all of the material options we now have get it looking any better....looks flat, not like Siren's.
We are using LWHQ Shader for hair, which has better effects than the default shader. However, since there is no such textures to present the depth of hair, it still looks worse than skin. It's kind of the known issue at the moment.
The other thing I find is PN Triangles Tessellation totally warping the mesh with errors. No matter what setting or amount I set, looks distorted...and then Flat Tessellation doesn't even work almost , it does nothing. Input the command " r.TessellationAdaptivePixelsPerTriangle 10000 " in Unreal, and it will look normal. Hot key to open console command in Unreal: ` (~)
Before:
After:
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By TonyDPrime - 5 Years Ago
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Hi Miranda, thank you so much. Unfortunately I have discovered that the command you noted does not 'fix' the problem in certain lighting situations. This one is with the Pixels Per Triangle set to 500,000, and it has tessellation break on the leg:
Miranda, can I ask this- With the Plugin's HQ/LQ shader, we are in UE able to open the material Editor for the 'shader' (skin), but not for the specific 'channel' itself (arm, leg, body, head). Whereas with Plugin v1.0's traditional import, you would have the ability to mod the individual avatar material part in the node editor (arm, leg, body, head). I am wondering, in UE4, when using the HQ shader, can you still node-tweak say the body, but not the arms in the node editor, or is this per-avatar -part (arm, leg, body, head) editing no longer available when using the HQ shader. Thanks!
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By Miranda (RL) - 5 Years Ago
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TonyDPrime (3/31/2019) Hi Miranda, thank you so much. Unfortunately I have discovered that the command you noted does not 'fix' the problem in certain lighting situations. This one is with the Pixels Per Triangle set to 500,000, and it has tessellation break on the leg: It's likely to be a bug in UE4. May you try to adjust the value randomly and change it back to see the updated viewer? or try to tweak it to a bit higher?
Miranda, can I ask this- With the Plugin's HQ/LQ shader, we are in UE able to open the material Editor for the 'shader' (skin), but not for the specific 'channel' itself (arm, leg, body, head). Whereas with Plugin v1.0's traditional import, you would have the ability to mod the individual avatar material part in the node editor (arm, leg, body, head). I am wondering, in UE4, when using the HQ shader, can you still node-tweak say the body, but not the arms in the node editor, or is this per-avatar -part (arm, leg, body, head) editing no longer available when using the HQ shader. Thanks!
The route is a bit different, but it's adjustable. We will show you the screenshot tomorrow.
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By TonyDPrime - 5 Years Ago
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Hi Miranda, thank you so much for the suggestion. Kind of funny, after reading your post I had put another character in the scene and that took away the breakage. So your suggestion was correct!
Thanks also for looking into my other question, I am very sorry to impose. You are very kind to respond with such help!
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By Miranda (RL) - 5 Years Ago
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Hi Tony,
This is how you access to the interface for tweaking the materials.
Step 1: Find the Material that you are going to adjust, and double click to open the editor.
Step 2: Find the Material (Shader) corresponding to Parent under the General Section, and double click to expand the parameter panel.
You can also find the most common parameter settings in Parameter Groups.
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By TonyDPrime - 5 Years Ago
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Hi Miranda, thank you for taking the time to show us this. When I do do this, it always only opens up the head materials in the shader...I can't seem to accomplish opening up a node editor with the body, arms, and legs materials. Is your team able to do it on your end?
Any changes I do make to the RL_HQSkin do affect all channels (arms, legs, body, head), which is nice, but I am looking to see if I could affect one without affecting the other, but in a Node Editor scenario. Maybe it would require that I make individual versions of the HQSkin such that each body part has its own editable HQ shader?
THX!!!
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By zeoniknights - 5 Years Ago
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Guys you need to do another Update to Unreal 4.22 which as Release for CC3 to Unreal
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By Bassline303 - 5 Years Ago
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zeoniknights (4/2/2019) Guys you need to do another Update to Unreal 4.22 which as Release for CC3 to Unreal
yes +1
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By Miranda (RL) - 5 Years Ago
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TonyDPrime (4/2/2019) Hi Miranda, thank you for taking the time to show us this. When I do do this, it always only opens up the head materials in the shader...I can't seem to accomplish opening up a node editor with the body, arms, and legs materials. Is your team able to do it on your end?
Any changes I do make to the RL_HQSkin do affect all channels (arms, legs, body, head), which is nice, but I am looking to see if I could affect one without affecting the other, but in a Node Editor scenario. Maybe it would require that I make individual versions of the HQSkin such that each body part has its own editable HQ shader?
THX!!! Hi Tony,
You can choose Head, Body, Arm, Leg (#1 picture). Since those four parts sharing the same material, it's better to adjust parameters under Parameter Groups (#4 picture), instead of using the graphic material editor. (#3 picture)
Example:
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By Miranda (RL) - 5 Years Ago
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Hi everyone,
We are evaluating the Unreal 4.22 now. I will update the status with you next week. Thanks!
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By TonyDPrime - 5 Years Ago
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Miranda (RL) (4/3/2019)
TonyDPrime (4/2/2019) Hi Miranda, thank you for taking the time to show us this. When I do do this, it always only opens up the head materials in the shader...I can't seem to accomplish opening up a node editor with the body, arms, and legs materials. Is your team able to do it on your end?
Any changes I do make to the RL_HQSkin do affect all channels (arms, legs, body, head), which is nice, but I am looking to see if I could affect one without affecting the other, but in a Node Editor scenario. Maybe it would require that I make individual versions of the HQSkin such that each body part has its own editable HQ shader?
THX!!!Hi Tony, You can choose Head, Body, Arm, Leg (#1 picture). Since those four parts sharing the same material, it's better to adjust parameters under Parameter Groups (#4 picture), instead of using the graphic material editor. (#3 picture) Example:
Hi Miranda, thank you for the suggestion. I know I can tweak the individual settings per arm, leg, head, body. But let's say I wanted to add a Displacement Texture for the Displacement Node on just the arm, and not the leg. Or, lets say a blend of a basic checkerboard pattern over the avatar's arms, but not the legs. And I mean a mix of 2 diffuse textures, not a replace of one to the other. There is no 'input' for these things in the texture parameter list (ie - there is no texture input for Displacement, or Blend via a linear interpolate).
I think the shader does a fantastic job but the traditional set up has more flexibility, I am looking to see if your team knows a way I could add more of this flexibility into the shader. Like, is there a way to add more body-part specific channels in the Texture Parameter list for the RL-HQSkin shader (ie World Displacement, Blend via Multiply and Linear Interpolate) such that you could add and modify with additional combining of textures for parts individually? Similar to how you can specify textures for Roughness, diffuse BaseColor, Normal, AO SSS Pore Specular - if we also could add in a 'Blend' channel in combination with the diffuse, or a World Displacement, this would actually solve what I am looking for, without having to pre-blend things in Photoshop/Gimp.
THX so much!
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By TonyDPrime - 5 Years Ago
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Miranda, I have discovered how this can work. If you add a 'Parameter' type input to anywhere in the RL_HQSkin Parent material, it will appear in the main menu for each Child item (arm, leg, head, body). So, I am able to add in channels as I was imagining after all. This topic in general involves the terms "Unreal", "Instancing", and "Parameters" for a parent Material (ie RL_HQSkin) which manages inputs for the Child materials (ie - arm leg, body, head)
Well, maybe it would be useful to others if the default had an input for World Displacement or Blend, just to match what the CC3/iClone materials have. So maybe it could be added by the team in the future, as a default.
But, thanks for directing me in the correct direction!!!
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By Miranda (RL) - 5 Years Ago
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Thanks Tony! I will bring your suggestions to Dev Team for further consideration.
TonyDPrime (4/9/2019) Miranda, I have discovered how this can work. If you add a 'Parameter' type input to anywhere in the RL_HQSkin Parent material, it will appear in the main menu for each Child item (arm, leg, head, body). So, I am able to add in channels as I was imagining after all. This topic in general involves the terms "Unreal", "Instancing", and "Parameters" for a parent Material (ie RL_HQSkin) which manages inputs for the Child materials (ie - arm leg, body, head)
Well, maybe it would be useful to others if the default had an input for World Displacement or Blend, just to match what the CC3/iClone materials have. So maybe it could be added by the team in the future, as a default.
But, thanks for directing me in the correct direction!!!
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By Miranda (RL) - 5 Years Ago
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Miranda (RL) (4/3/2019) Hi everyone,
We are evaluating the Unreal 4.22 now. I will update the status with you next week. Thanks!
CC auto-setup tool is now compatible with Unreal Engine latest release 4.22!! You can download the latest plugin HERE >> https://www.reallusion.com/character-creator/game.html#auto-setup
*This is one known issue, please find details HERE >> item #10 of the Important Considerations.
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By Miranda (RL) - 5 Years Ago
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Hi everyone!
Beta 2.1 just updated for adding mask on LW Shader and HQ Shader as the workaround of tessellation issue. Please find details HERE.
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By Ellessarr - 5 Years Ago
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i hav e a small issue sometimes wehn exporting a character to unreal, sometimes it mess with "some meshes" material, sometimes it's set wrong some setting inside the material like when a meshe need to have a opacity mask then or the base or the mask or other texture is set wrong, a option like it was supposed to be "greyscale" or greyscalelinear but it's setting are color and linear color it make the texture not be loaded and the mesh keep it gray base color until you fix it on the settings, it's not a big deal you just need to go to material and mark the proper option, but it's happen sometimes.
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By Miranda (RL) - 5 Years Ago
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Ellessarr (5/8/2019) i hav e a small issue sometimes wehn exporting a character to unreal, sometimes it mess with "some meshes" material, sometimes it's set wrong some setting inside the material like when a meshe need to have a opacity mask then or the base or the mask or other texture is set wrong, a option like it was supposed to be "greyscale" or greyscalelinear but it's setting are color and linear color it make the texture not be loaded and the mesh keep it gray base color until you fix it on the settings, it's not a big deal you just need to go to material and mark the proper option, but it's happen sometimes. Hi Ellessarr, may you provide some images next time when encountering this problem? Thanks!
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By Ellessarr - 5 Years Ago
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Miranda (RL) (5/8/2019)
Ellessarr (5/8/2019) i hav e a small issue sometimes wehn exporting a character to unreal, sometimes it mess with "some meshes" material, sometimes it's set wrong some setting inside the material like when a meshe need to have a opacity mask then or the base or the mask or other texture is set wrong, a option like it was supposed to be "greyscale" or greyscalelinear but it's setting are color and linear color it make the texture not be loaded and the mesh keep it gray base color until you fix it on the settings, it's not a big deal you just need to go to material and mark the proper option, but it's happen sometimes.Hi Ellessarr, may you provide some images next time when encountering this problem? Thanks! ok i was a long time not using it anymoore since some of it's limitations had me switch to DAZ but since i've touched it yesterday to make some tests with the new version of the pluging then now after test again i can say which it's happening all the times here what i get: - the bug i reported in previous post is happening all the times here the screes:
it's happening with eyelashes, with that ponytail hair and some parts of the light armor as you see in the screen, i've not tested with all the products i have here to be sure if is just that ones but for sure that ones are bugging. it's on unreal engine 4.21 with the 4.21 pluiging.
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By Miranda (RL) - 5 Years Ago
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Edited: Wrong information was given in this comment. Please find the corrected one here >> https://forum.reallusion.com/FindPost413282.aspx
Ellessarr (5/8/2019) ok i was a long time not using it anymoore since some of it's limitations had me switch to DAZ but since i've touched it yesterday to make some tests with the new version of the pluging then now after test again i can say which it's happening all the times here what i get: - the bug i reported in previous post is happening all the times here the screes
Hi Ellessarr,
This should be the issue you reported this February about texture with tga format. Unreal automatically changed the sampler type of opacity texture to be grayscale, as you can see from the image you provided. In the latest version we are currently working on, we will assign alpha value for opacity when exporting FBX file with tga texture, and change the sampler type to be color when performing Auto-setup tool to make it work properly in Unreal.
Please be noted that this only takes effect when the original texture source is tga. If users select to convert png to be tga (see image below), it won't work.
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By Ellessarr - 5 Years Ago
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Miranda (RL) (5/13/2019)
Ellessarr (5/8/2019) ok i was a long time not using it anymoore since some of it's limitations had me switch to DAZ but since i've touched it yesterday to make some tests with the new version of the pluging then now after test again i can say which it's happening all the times here what i get: - the bug i reported in previous post is happening all the times here the screes
Hi Ellessarr, This should be the issue you reported this February about texture with tga format. Unreal automatically changed the sampler type of opacity texture to be grayscale, as you can see from the image you provided. In the latest version we are currently working on, we will assign alpha value for opacity when exporting FBX file with tga texture, and change the sampler type to be color when performing Auto-setup tool to make it work properly in Unreal. Please be noted that this only takes effect when the original texture source is tga. If users select to convert png to be tga (see image below), it won't work. to be clear i think the problem is more like the "oposite", in order to proper work with unreal, the type must be "grayscale" but the autosetup is setting then to color, then that is when the bug happen, when exporting tga files he was supposed to set the needed textures to grayscale not to color, as my picture is showing, in the pictures the plugging put the opacity texture as linear when it was supposed to be grayscale which was the error unreal pointed, the exported texture is being exported wrong in tga format.
it was supposed to be grayscale in some cases but it's being setted to be color or linear color instead go grayscale or linear grayscale in some cases, it's not all materials as we see some materials are being exported right while others no and give that "error where no texture being loaded".
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By Miranda (RL) - 5 Years Ago
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Edited: Wrong information was given in this comment.
Ellessarr (5/13/2019)
Miranda (RL) (5/13/2019)
Hi Ellessarr, This should be the issue you reported this February about texture with tga format. Unreal automatically changed the sampler type of opacity texture to be grayscale, as you can see from the image you provided. In the latest version we are currently working on, we will assign alpha value for opacity when exporting FBX file with tga texture, and change the sampler type to be color when performing Auto-setup tool to make it work properly in Unreal. Please be noted that this only takes effect when the original texture source is tga. If users select to convert png to be tga (see image below), it won't work. to be clear i think the problem is more like the "oposite", in order to proper work with unreal, the type must be "grayscale" but the autosetup is setting then to color, then that is when the bug happen, when exporting tga files he was supposed to set the needed textures to grayscale not to color, as my picture is showing, in the pictures the plugging put the opacity texture as linear when it was supposed to be grayscale which was the error unreal pointed, the exported texture is being exported wrong in tga format. it was supposed to be grayscale in some cases but it's being setted to be color or linear color instead go grayscale or linear grayscale in some cases, it's not all materials as we see some materials are being exported right while others no and give that "error where no texture being loaded". Hi Ellessarr,
Sorry for not being able to clearly explain the whole thing, and why we made this decision to support tga by this "workaround". The facts you pointed out are well-noted by Dev Team, and we all agreed that it's better to fix this issue by the other way. This is the current limitation of CC-to-Unreal, and I don't think we can solve it right away. When the new patch releases, please help to test out if the workaround can satisfy your need. Thanks.
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By Miranda (RL) - 5 Years Ago
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Quick update! Dev Team might revise the code a bit to make it better. I will provide more information tomorrow.
Miranda (RL) (5/14/2019)
Hi Ellessarr,
Sorry for not being able to clearly explain the whole thing, and why we made this decision to support tga by this "workaround". The facts you pointed out are well-noted by Dev Team, and we all agreed that it's better to fix this issue by the other way. This is the current limitation of CC-to-Unreal, and I don't think we can solve it right away. When the new patch releases, please help to test out if the workaround can satisfy your need. Thanks.
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By Ellessarr - 5 Years Ago
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another good tip about using "tga(targa format) is which it can be also used to when needed reduce the number of textures cuz using tga it allow you to use the alpha(opacity) direct from the main texture.
Using photoshop or any other image editor you can go to the collor channels and on that add the "alpha channel( the black and white used in opacity), when it don't have you can add one alpha channel, among the primary channels them save it as tga and when asked save it as 32bit(to store the alpha it need to be 32bit) than in unreal instead of use another texture you can direct to the base color and grab the alpha node(the last one) and use it instead of a extra texture.
i'm not too sure if it can be used all the cases but in some cases(specially when the texture detail is fixed) it can be very helpfull, probably in cases where you want to add the details outside the base texture then have the not being on the base must be important and even in that cases you can make the alpha being part of the detail map.
here a exemple:
i've created the alpha channel for the body hair, it allow me to use the base color as alpha, because unreal like the case of AO, Rougness and metalical case where you can use the channel colors you also can add a alpha channel then use that alpha from the base color to use it instead of have a alpha texture outside and in case you would need that alpha all you would need is just open the image in a image editor like photoshop and use that channel to create a alpha texture.
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By Miranda (RL) - 5 Years Ago
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Thank you Ellessarr. This is what we enhanced in CC 3.04 & Auto-Setup Plug-in v2.0. From CC 3.04 release note, "New ORM texture option for the Unreal pipeline FBX export. ORM textures are split by Unreal Auto-Setup Plugin into separate channel assignments for AO, Roughness, and Metallic."
Back to the error issue in tga format, we found the root cause after your explanation. Much appreciated! There is a bad design on the current Auto-Setup Plugin, which forces to change the default setting of Sampler Type to be Linear Color when creating node. Due to the inconsistency, you will see the error, and have to manually fix it like this:
The upcoming plug-in will make the setting to be what it supposes to be. Thank you!!
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By kmitchell.12catblackstudios - 5 Years Ago
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When installing the plugin to my project\plugins folder.
1> [15/21] UE4Editor-RLPlugin.lib 1> Creating library G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Intermediate\Build\Win64\UE4Editor\Development\RLPlugin\UE4Editor-RLPlugin.lib and object G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Intermediate\Build\Win64\UE4Editor\Development\RLPlugin\UE4Editor-RLPlugin.exp 1> [16/21] UE4Editor-RLPlugin.dll 1>LINK : error LNK2001: unresolved external symbol IMPLEMENT_MODULE_RLPlugin 1>G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Binaries\Win64\UE4Editor-RLPlugin.dll : fatal error LNK1120: 1 unresolved externals
Edit - Installing into the engine folder works just not a local project.
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By Miranda (RL) - 5 Years Ago
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Hi Kevin,
We observed the same issue after upgrading to Unreal 4.21 or later version, and we are surveying and searching for the solution. We will keep you posted. The workaround at the moment is to remove the plugin when building the system, and install the plugin back after system is built. You mentioned that the installing to the engine folder works, can you double confirm that? As far as we know, it should have the same behavior (error) as project.
kmitchell.12catblackstudios (6/20/2019)
When installing the plugin to my project\plugins folder.
1> [15/21] UE4Editor-RLPlugin.lib 1> Creating library G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Intermediate\Build\Win64\UE4Editor\Development\RLPlugin\UE4Editor-RLPlugin.lib and object G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Intermediate\Build\Win64\UE4Editor\Development\RLPlugin\UE4Editor-RLPlugin.exp 1> [16/21] UE4Editor-RLPlugin.dll 1>LINK : error LNK2001: unresolved external symbol IMPLEMENT_MODULE_RLPlugin 1>G:\FatedWorld_COD\Plugins\CC_Character_Auto_Settings_Unreal_4.22_Beta_2.1\Binaries\Win64\UE4Editor-RLPlugin.dll : fatal error LNK1120: 1 unresolved externals
Edit - Installing into the engine folder works just not a local project.
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By kmitchell.12catblackstudios - 5 Years Ago
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When I moved the one that error-ed out into the engine folder yes the error was the same when compiling but placing the pure files from the zip into the engine path that works and loaded. If needed I can try a blank c++ project with a cc: export verify it works and zip the files for email a mega link for you devs.
Also, make sure you have the new release/update as I know they fix things in ninja release that cause a headache for us market place plugin creators.
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By astron10 - 5 Years Ago
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When imported fbx with Beta2.1, LW/HQ Shader options are grey, I cannot select them.
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By Miranda (RL) - 5 Years Ago
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Hello astron10,
Have you copied the Content folder to the project? >> reference
astron10 (7/18/2019)
When imported fbx with Beta2.1, LW/HQ Shader options are grey, I cannot select them.
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By frik.gamedev - 5 Years Ago
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Hello! Any idea why does it look like that after CC auto tool imports it in UE4? It looks so with LW and HQ shaders (UE 4.21)
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By frik.gamedev - 5 Years Ago
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By the way, if i use "Default" import i take much more better result
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By Miranda (RL) - 5 Years Ago
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frik.gamedev (8/3/2019) Hello! Any idea why does it look like that after CC auto tool imports it in UE4? It looks so with LW and HQ shaders (UE 4.21)
Hi frik.gamedev,
May you help us clarify the following things? 1. Did you make an update of auto-setup tool recently? (Which version of auto-setup tool you are using?) 2. Is this character transferring from other UE4 project? If yes, any error message popped up? 3. It seems that there is Glow Texture on your material settings. If yes, can you remove it and try again?
If none of the three conditions suit your case, can you record a clip to demonstrate importing FBX to UE4 with LW or HQ shader selected?
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By macsklad - 5 Years Ago
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Hi! I have a strange problem, I have no buttons to confirm the Auto Setup Import Options. I 've checked on both 4.21 and 4.22 Unreal Engine versions, it's the same. No buttons to confirm. Closing the window just makes Fbx files import as if it was without the plugin. There is also no way to resize the window, so it's not the case. Plese help
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By Am7add9 - 5 Years Ago
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macsklad (9/22/2019) Hi! I have a strange problem, I have no buttons to confirm the Auto Setup Import Options. I 've checked on both 4.21 and 4.22 Unreal Engine versions, it's the same. No buttons to confirm. Closing the window just makes Fbx files import as if it was without the plugin. There is also no way to resize the window, so it's not the case. Plese help
choose the one your going to use and hit TAB until you see nothing highlighted then hit RETURN
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By macsklad - 5 Years Ago
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Yes!
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By macsklad - 5 Years Ago
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aeolian (9/22/2019)
macsklad (9/22/2019) Hi! I have a strange problem, I have no buttons to confirm the Auto Setup Import Options. I 've checked on both 4.21 and 4.22 Unreal Engine versions, it's the same. No buttons to confirm. Closing the window just makes Fbx files import as if it was without the plugin. There is also no way to resize the window, so it's not the case. Plese help
choose the one your going to use and hit TAB until you see nothing highlighted then hit RETURN Thank You! That worked perfectly. So, as I assume, buttons just didn't fit to window, but they are still there.
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By hydra.wang - 5 Years Ago
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Hi, New here, I am just wondering when will the plugin be updated to be compatible with UE 4.23 I am not looking for a specific date tho, am just curious.
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By Miranda (RL) - 5 Years Ago
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hydra.wang (9/26/2019)
Hi, New here, I am just wondering when will the plugin be updated to be compatible with UE 4.23 I am not looking for a specific date tho, am just curious. Hello Hydra,
Yes, it's planned, and supposed to be ready in mid-late October.
Miranda
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By davydmayfield - 5 Years Ago
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Having the same issue but I cant even see the HQ option
https://gyazo.com/912675a8f144c8c0f289266e28f982b9
Am guessing its a sizing issue with the dialog box since I'm running at 3840 x 2160 and 150% Zoom, doing the Tab trick worked but yeah would be nice if the dialog resized
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By codephunk - 5 Years Ago
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Miranda (RL) (9/30/2019)
Yes, it's planned, and supposed to be ready in mid-late October. That's great news!
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By Power Ten Productions - 5 Years Ago
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Is this update still on track for late October launch?
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By StudioZ3D - 5 Years Ago
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Does the auto import plugin work on source built engines? I cant get it to work?
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By Miranda (RL) - 5 Years Ago
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richie_994603 (10/22/2019) Is this update still on track for late October launch?
Hi Richie,
Yes, it's on the way. Will be launched next week!
P.S. I wrote the wrong information earlier today, apologize if you've seen something wrong.
Miranda
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By Miranda (RL) - 5 Years Ago
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Hello everyone!
The Auto Setup officially support Unreal Engine 4.23. If you don't get the notice via pop-message from CC and iClone, please visit THIS PAGE to download the latest version.
Release Note of Official 1.02 (Oct 28th, 2019):
- Added: Compatible with Unreal Engine 4.23.
- Fixed: Auto Setup for Unreal imported dialog (FBX) did not correctly display in 4K resolution. (FT #6224)
- Fixed: Auto Setup had no buttons to Accept/Change Shader. (FT #6201)
Remember to check the Update Guide before start.
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By kmitchell.12catblackstudios - 5 Years Ago
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If you are using a c++ project and need the plugin place the plugin in the UE4 Engine\Plugins directory.
C:\Program Files\Epic Games\[RELEASE VERSION]\Engine\Plugins\
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By Peter (RL) - 5 Years Ago
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macsklad (9/22/2019)
Hi! I have a strange problem, I have no buttons to confirm the Auto Setup Import Options. I 've checked on both 4.21 and 4.22 Unreal Engine versions, it's the same. No buttons to confirm. Closing the window just makes Fbx files import as if it was without the plugin. There is also no way to resize the window, so it's not the case. Plese help
This issue should be fixed in the 1.02 version of the Auto-Setup. Do let us know if you continue to have problems.
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By mechatrex69 - 5 Years Ago
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Hello Miranda there's a problem with eyelashes and hairs when using this plugin with UE4 ray-trace function hope you can fix that or give some tips thanks~ https://imgur.com/j2umqtb https://imgur.com/j2umqtbhttps://imgur.com/j2umqtb
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By Miranda (RL) - 5 Years Ago
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Hello~
I checked with the Dev Team. It's a defect confirmed by Unreal. They once mentioned the issue will be fixed in 4.23, but it's not. There is no way for us to fix it, but there do have some ways to make the flaw not that obvious.
1. PostProcessVolume > Change the Type of Translucency to be Raster 2. Untick the checkbox of Cast Ray Traced Shadow
Let me know if it works for you, thanks!
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By mechatrex69 - 5 Years Ago
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hi Miranda thanks for your help
1. PostProcessVolume > Change the Type of Translucency to be Raster (I check this one
2. Untick the checkbox of Cast Ray Traced Shadow (I can't find this checkbox please tell me where to find it
have a nice day
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By Miranda (RL) - 5 Years Ago
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Hi mechatrex69,
Click on the material, and you will find the option.
mechatrex69 (11/12/2019)
hi Miranda thanks for your help 1. PostProcessVolume > Change the Type of Translucency to be Raster (I check this one
2. Untick the checkbox of Cast Ray Traced Shadow (I can't find this checkbox please tell me where to find it
have a nice day
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By Makumba666 - 5 Years Ago
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Hi all, A friend of mine exported a character from latest CC (3.2). He showed screenshots and character looks great in CC (it was imported from daz). The same hairs that looked mediocre in previous version, in latest version look great. Unfortunately auto-setup plugin for unreal turns this great model into monstrosity. Hairs are solid... not transparent. The same with lashes. I am using latest 1.02 version of plugin. It is me or old plugin does not work with new CC?
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By Miranda (RL) - 5 Years Ago
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Makumba666 (11/23/2019) Hi all, A friend of mine exported a character from latest CC (3.2). He showed screenshots and character looks great in CC (it was imported from daz). The same hairs that looked mediocre in previous version, in latest version look great. Unfortunately auto-setup plugin for unreal turns this great model into monstrosity. Hairs are solid... not transparent. The same with lashes. I am using latest 1.02 version of plugin. It is me or old plugin does not work with new CC?
Hi Makumba666,
May you screenshot the material settings of hair and eyelashes? What's the shader you are using for this project? Standard, LW or HQ?
We can't duplicate this issue on our side.
Miranda
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By ryobg - 5 Years Ago
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I think there is a bug with the AutoSetup 1.2 for a character.
I have imported two characters within UE 4.22, and when whatever skeletal mesh I select in my Content browser, only the first get's adjusted with the requested material instances.
Also, I see in the UE log such messages, which I'm not sure are related:
LogJson: Warning: Field Specular was not found.LogJson: Error: Json Value of type 'Null' used as a 'Number'. LogJson: Warning: Field Glossiness was not found.
LogJson: Error: Json Value of type 'Null' used as a 'Number'. Which repeat themselves.LogJson: Error: Json Value of type 'Null' used as a 'Number'.
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By ryobg - 5 Years Ago
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Hello, UE 2.24 was released before week. What is your schedule for an upgrade of this plugin?
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By kmitchell.12catblackstudios - 5 Years Ago
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ryobg (12/15/2019) Hello, UE 2.24 was released before week. What is your schedule for an upgrade of this plugin?
you can use a blank project to import to UE4 and migtrate to the newer project
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By ryobg - 5 Years Ago
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Hi, that's not the point I think? I had to move to 4.24 because of a blocking bug solved in there. And as I want still to generate CC3 characters for UE, want to use this plugin. You are right tho that maybe I can workaround with having two UE installed and then just generate for the older one and migrate, but this seems somehow shaky solution. To begin with, I will be stuck to do a lot of manual work even if we consider just the switching of shaders. Thanks for your response and idea though.
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By victor.stan - 5 Years Ago
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Super cool plugin, I just went through the process of manually setting up the materials, and it's a PITA. I also hope you guys figure out to automate version number upgrades, so that we can get working plugins for new UE4 releases as well. Hopefully it's not too much trouble.
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By Miranda (RL) - 5 Years Ago
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Thanks Kevin for sharing your experience!
@ryobg, victor.stan
There are some API changes between 4.23 and 4.24, which means that we will need some time to update the codes and test. We are evaluating the efforts. If there is further information, we will let you know. Thanks!
P.S. It's good to know your urgent demand for the updated plug-in, which means that this tool really helps you in some way.
Miranda
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By Nekronata - 5 Years Ago
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P.S. It's good to know your urgent demand for the updated plug-in, which means that this tool really helps you in some way. Miranda
This little Plugin was the reason I found CC3 and then even bought it .
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By codephunk - 5 Years Ago
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The UE4 Auto Setup Plugin is just awesome and a real time saver!
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By sibi_naayagam - 5 Years Ago
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Miranda (RL) (12/18/2019)
Thanks Kevin for sharing your experience! @ryobg, victor.stan There are some API changes between 4.23 and 4.24, which means that we will need some time to update the codes and test. We are evaluating the efforts. If there is further information, we will let you know. Thanks! P.S. It's good to know your urgent demand for the updated plug-in, which means that this tool really helps you in some way. Miranda
Yes, I'm waiting for the update as well. I'm using CC3 characters in Unreal 4.24 for my Thesis and the sooner this plugin releases, the better for me too Thanks for all the great work!
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By Miranda (RL) - 5 Years Ago
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Thank you all! It's a great encouragement. I will bring your words to Dev Team, hope we can make it sooner.
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By mechatrex69 - 5 Years Ago
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Hi Miranda the new digital human shader CC3.2 seems not working with the auto-setup plugin (no texture with model when import to UE4) hope there will be a new update soon~
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By Miranda (RL) - 4 Years Ago
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mechatrex69 (12/31/2019) Hi Miranda the new digital human shader CC3.2 seems not working with the auto-setup plugin (no texture with model when import to UE4) hope there will be a new update soon~
Hello mechatrex69,
Yes, it's planned on CC version 3.3.
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By vinny.jordan - 4 Years Ago
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ETA for when Auto Setup will be compatible with Unreal 4.24?
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By kmitchell.12catblackstudios - 4 Years Ago
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sibi_naayagam (12/22/2019)
Miranda (RL) (12/18/2019)
Thanks Kevin for sharing your experience! @ryobg, victor.stan There are some API changes between 4.23 and 4.24, which means that we will need some time to update the codes and test. We are evaluating the efforts. If there is further information, we will let you know. Thanks! P.S. It's good to know your urgent demand for the updated plug-in, which means that this tool really helps you in some way. Miranda Yes, I'm waiting for the update as well. I'm using CC3 characters in Unreal 4.24 for my Thesis and the sooner this plugin releases, the better for me too Thanks for all the great work!
Using the latest engine For school is bad. Us4 releases are not stable until the next release is about to drop or right after the next release drops. I highly advise you to use 4.23 for now as there are already a crap ton of issues ppl have had in 4,24. Do not use 4.24 til 4.25 is near completion
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By Peter (RL) - 4 Years Ago
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vinny.jordan (1/10/2020) ETA for when Auto Setup will be compatible with Unreal 4.24?
The team are working on the 4.24 update but there isn't a finalised release date as yet. We hope to have more news soon.
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By umarb8 - 4 Years Ago
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Can no longer select any other Shader besides "Standard Shader" on Auto Setup Import options. This is the case for me with all FBX models exported from CC3. I even reimported older characters that I was able to use the HQ shader on before, but the option is no longer available. How do I "re-enable" the ability to use the HQ Shader.
UE4 23.1 CC 3.21 Auto_Setup_1.02
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By Miranda (RL) - 4 Years Ago
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Hello everyone!
The UE4.24-compatible Auto Setup plug-in just released today! Please visit webpage to download the latest plug-in >> https://www.reallusion.com/character-creator/unreal-engine-auto-setup.html
If you are using iClone Unreal Live Link, the plug-ins are updated accordingly as well.
Miranda
Peter (RL) (1/10/2020)
vinny.jordan (1/10/2020) ETA for when Auto Setup will be compatible with Unreal 4.24?
The team are working on the 4.24 update but there isn't a finalised release date as yet. We hope to have more news soon.
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By ryobg - 4 Years Ago
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Hooray! Many gratz to the team!
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By Nekronata - 4 Years Ago
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Thank you very much for the Update , updated my Unreal
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By sibi_naayagam - 4 Years Ago
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kmitchell.12catblackstudios (1/10/2020)
sibi_naayagam (12/22/2019)
Miranda (RL) (12/18/2019)
Thanks Kevin for sharing your experience! @ryobg, victor.stan There are some API changes between 4.23 and 4.24, which means that we will need some time to update the codes and test. We are evaluating the efforts. If there is further information, we will let you know. Thanks! P.S. It's good to know your urgent demand for the updated plug-in, which means that this tool really helps you in some way. Miranda Yes, I'm waiting for the update as well. I'm using CC3 characters in Unreal 4.24 for my Thesis and the sooner this plugin releases, the better for me too Thanks for all the great work! Using the latest engine For school is bad. Us4 releases are not stable until the next release is about to drop or right after the next release drops. I highly advise you to use 4.23 for now as there are already a crap ton of issues ppl have had in 4,24. Do not use 4.24 til 4.25 is near completion
True. I agree about the stability. But I require some of the new features including the Virtual Production and RTX updates so despite the crashes that I face, I decided to fix on 4.24.
Miranda (RL) (1/13/2020)
Hello everyone! The UE4.24-compatible Auto Setup plug-in just released today! Please visit webpage to download the latest plug-in >> https://www.reallusion.com/character-creator/unreal-engine-auto-setup.htmlMiranda Peter (RL) (1/10/2020)
vinny.jordan (1/10/2020) ETA for when Auto Setup will be compatible with Unreal 4.24?
The team are working on the 4.24 update but there isn't a finalised release date as yet. We hope to have more news soon.
Thanks a lot, Miranda and rest of the team! You guys are awesome!
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By mechatrex69 - 4 Years Ago
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Hello i found a strange situation When I use auto setup import character Will lose the effect of spring But when I use general input It is normal Hope this bug can be fixed in the future
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By Miranda (RL) - 4 Years Ago
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mechatrex69 (3/3/2020) Hello i found a strange situation When I use auto setup import character Will lose the effect of spring But when I use general input It is normal Hope this bug can be fixed in the future
Hello mechatrex69,
We checked the issue and found that bone constraint inside Physics Asset will be lost after importing character into UE via Auto Setup. We still need further information to clarify the root cause.. Can you capture a screen video to show the process? Thanks!
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By Onidra - 4 Years Ago
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Hi,Thanks a lot for the plugin, I love it. But When I try to create a package of my game, I can't launch it. I have that in the logs:LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: ''LogPluginManager: Error: Unable to load plugin 'RLPlugin'. Aborting.LogCore: Engine exit requested (reason: EngineExit() was called)LogExit: Preparing to exit.I tried to copy the plugin folder from my project inside the engine of the Package but I can't make it work Maybe I'm not putting it at the good place?
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By Onidra - 4 Years Ago
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Hi,
When I try to create a package of my game, I can't launch it. I have that in the logs:
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: '' LogPluginManager: Error: Unable to load plugin 'RLPlugin'. Aborting. LogCore: Engine exit requested (reason: EngineExit() was called) LogExit: Preparing to exit.
I tried to copy the plugin folder from my project inside the engine of the Package but I can't make it work Maybe I'm not putting it at the good place?
Thanks, Charlotte
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By unit23 - 4 Years Ago
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Onidra (3/10/2020) When I try to create a package of my game, I can't launch it. I have that in the logs:LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: '' LogPluginManager: Error: Unable to load plugin 'RLPlugin'. Aborting. Hello, which UE version and AS version are you using? Did you tried to disable the RLSetup in before packaging?
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By Onidra - 4 Years Ago
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Hi,
I'm using UE 4.24.3 And I have the last version of the plugin, 4.24. When I had the issue, I downloaded again to reinstall it, to be sure I had the last one.
I was afraid to disable the plugin, and that my characters will be impacted. I did a try, and if I uncheck the plugins (without rebooting the project), I can export and that's working. Seems to have no impact, the characters are fine in the exported game. So it's the better way to do a package?
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By mechatrex69 - 4 Years Ago
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hi I'm facing some problems when importing character with motion in ue4 it seems like a cc3 skeleton issue or hair spring effect cause it because it looks ok when using other character (in iclone) please help
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By unit23 - 4 Years Ago
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mechatrex69 (3/12/2020) hi I'm facing some problems when importing character with motion in ue4 it seems like a cc3 skeleton issue or hair spring effect cause it because it looks ok when using other character (in iclone) please help Make sure to follow the steps and settings outlined here, https://manual.reallusion.com/CC_and_IC_Auto_Setup_Plugin/ENU/CC_and_iC_Auto_Setup/1.0/02_for_Unreal/Importing_Character_FBX_File.htm Especially check that T0 ref pose is ticked.
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By mechatrex69 - 4 Years Ago
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hey man thanks for your tips after fighting for a day I figure it out when exporting, remember to check the universal T-pose editing
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By unit23 - 4 Years Ago
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mechatrex69 (3/12/2020) hey man thanks for your tips after fighting for a day I figure it out when exporting, remember to check the universal T-pose editing
Be aware that UE uses the A-Pose per default. This means T-Pose animations won't work properly on a A-Pose character. However, there are animations which help to set a new default Pose, such as this one legendsofepica.com/Bindpose.FBX
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By WSAnim - 4 Years Ago
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I'm having an issue that I can't find any reference to on the boards or web search. When I use live link to send data to UE 4.24.3 via live link, Sequencer says that the recorded takes are internally 24fps, not 60. UE4 is set to 60 fixed. Am I missing a setting in iClone or UE4 somewhere?
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By Bassline303 - 4 Years Ago
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Try non fixed setting
( IClone and UE4 are not in Sync via Live-Link) - For UE4 Users with the same problem , Kungphu found a solution :
As long as you don’t choose fixes frames, everything magically matches up. Lip sync was virtually impossible due to how fast it would copy into sequencer. I tried everything for months and luckily stumbled on this when I forgot to select fixed frame rate per the Reallusion tutorial and it was finally timed perfectly with audio and the frames in my iclone project matched the frames in the sequencer.
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By WSAnim - 4 Years Ago
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Thanks, I'll give that a go!
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By kungphu - 4 Years Ago
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Yup! Ignore that part on the RL tutorial. Also after the recording per the RL tutorial set the playback to 60fps and it’ll match the iclone vid well it’ll just be off by the amount of frames it took to press the play button after or before the 1 on the Unreal countdown.
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By WSAnim - 4 Years Ago
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Had another issues I had to deal with first, and haven't had a chance to try this. Just to be sure, can you please link the relevant tutorial, to make sure I follow the right one in the first place?
Thanks!
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By WSAnim - 4 Years Ago
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Ok, using the Sequence Recorder seems to have worked properly now, however I still see the note that 24fps is the internal speed on using Take Recorder.
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By Bassline303 - 4 Years Ago
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Here is the explanation :
https://docs.unrealengine.com/en-US/Engine/Sequencer/Workflow/TimeRefactorNotes/index.html
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By codephunk - 4 Years Ago
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Is there an ETA when the Plugin will get an update for UE 4.25?
Thanks!
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By Peter (RL) - 4 Years Ago
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codephunk (5/31/2020)
Is there an ETA when the Plugin will get an update for UE 4.25? Thanks!
The update is currently scheduled for the second week of June.
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By codephunk - 4 Years Ago
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The update is currently scheduled for the second week of June. Perfect! Thank u very much!
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By bobcober_667673 - 4 Years Ago
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I am needing the plug-in in 4.25 as well.... this is the last plugin I use that is not on 4.25.
Hoping it comes sooner rather than later.
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By rino.deastis - 4 Years Ago
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Hi, i am installing Unreal Engine 4.25 for PS4. I need all updates for IClone , CC3 for Autosetup and Unreal Link and so on. Someone can help me? Cheers... Rino
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By Miranda (RL) - 4 Years Ago
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Hi everyone,
Unreal Auto Setup & Live Link are also updated to be compatible with UE4.25. You can download the Auto Setup tool HERE. *Please be noted that there is no feature added in this version. Let us know if there is any issues, thank you! Miranda
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By Eric C (RL) - 4 Years Ago
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Hi everyone,
Really appreciate your feedback on the fix frame rate issue, and we see many of you are having big trouble on doing lip sync while the time is not matching. And I also see you sharing tips, or the comments about our tutorials. We've collected them and forwarded to our team already. Hopefully by next Monday, we can provide our feedback on this issue. So stay tuned and we will reply soon! Thanks a lot!
Eric
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By DonPoko - 4 Years Ago
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Hi everyone, the reallusion support team redirected me here.
Our team is working on an ambitious AA RPG on UE4 and we've been in production for over a year now on UE4.21. We want to switch to UE4.25 and we noticed that the documentation about doing this change requires us to delete all the CC3 characters in UE4 before changing the version. I would like to know if the documentation is fully updated and if there is really no other way to update without deleting every mesh, as we have dozens of characters in different places, cutscenes etc... Deleting everything and putting everything back would prove to be a tremendous task so before doing that, we would like to confirm that there is no other way to do this.
If deleting everything is the only way to do this, is there a recommended workflow you could suggest to minimize the time spent to re-assemble everything ? When we try to force the project into UE4.25 we get an error that prevents us from starting the project : "The RLPlugin was designed for build 4.21. Attempt to load it anyway?". And clicking yes makes the project fail to launch.
Thanks a lot
Edit : So I tried on a copy project to not delete all the characters and changed to UE4.25. I correctly updated the CC auto set up plug in files to the 4.25 in the project folder and almost everything works perfectly. There is only one big issue remaining that I just don't understand : when I import characters from CC3 via the auto set up tool, the textures and mesh correctly import but the materials are not created automatically. But what is extra weird is that it only applies to new CC3 characters I export. If I import in UE4 a FBX from CC3 that I already created before, everything works and the materials are well created and linked. Though now if I go and create a new character or even just re-export an existing one, materials won't be created in UE4. Is there something I'm missing here ? I think it comes from CC3 but I didn't change my export options (you can see them below). Though I did update from CC3.1 to CC3.2. Could that be linked ?
Edit 2 : I tried importing the characters for which materials are not created in a whole new project and it seems to work fine at first. Though if I import an older character after, it breaks all the materials of the new one, and they just disappear. So it's something inside the other UE project. I'm completely clueless about what's happening...
.
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By mechatrex69 - 4 Years Ago
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Hello~ auto setup import character Will still lose the effect of physics in 4.25 please fix
my case is the hair spring effect
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By Eric C (RL) - 4 Years Ago
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Hi everyone,
Sorry for the late post! After having spoken with the tech department, we would like to explain the reason for activating the Fixed Frame Rate option in the instruction video below. In addition, we would like to receive your thoughts and feedback.
In our tutorial video, we enabled the Fixed Frame Rate option in order to prevent the feet from sliding around. In the following video, you can see the difference between having Fixed Frame Rate activated and deactivated.
We know that not having Fixed Frame Rate activated, can cause frame slippage between iClone and Unreal Engine, and it is mainly caused by a limitation in the Unreal system. By now, we recommend the following fixes:
1. Disable the Fixed Frame Rate option, but make sure the character is resting in matching positions, otherwise foot sliding can occur. 2. Export the character FBX to Unreal in order to ensure that the original animation length is preserved. Cheers,
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By Miranda (RL) - 4 Years Ago
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mechatrex69 (6/19/2020) Hello~ auto setup import character Will still lose the effect of physics in 4.25 please fix
my case is the hair spring effect
Hello, it will be supported in the coming iClone and Auto Setup version. Please read THIS POST for more details.
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By WSAnim - 4 Years Ago
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Are these issues related to the current use of deprecated functions by the LiveLink plugin?
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By unit23 - 4 Years Ago
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fiesta96 (6/16/2020) Though if I import an older character after, it breaks all the materials of the new one, and they just disappear. Hi, do you have the CC_Shader folder inside your project?
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By DonPoko - 4 Years Ago
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Yep, I have the CC_Shader folder fully updated to 4.25
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By unit23 - 4 Years Ago
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fiesta96 (6/29/2020) Yep, I have the CC_Shader folder fully updated to 4.25 And you are using the latest version for Auto Setup? If the problem still persist please create a dedicated topic, thanks.
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By mybadstudios - 4 Years Ago
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Hi.
I am trying to download the tool but the download button just refreshes the page and doesn't start a download. I had this same problem the last time I tried to download it but have no idea how I eventually got it to download. Now I am having the same issue again. Thinking this might be a problem with my browser settings I inspected the source, got the URL to the EXE and pasted it into a new window. This resulted in a "Sorry, are you looking for something?" page being displayed so I pasted it into a download manager app which also simply failed to download the file...
So where can I download auto setup for Unreal if that page is not working? Any chance of a direct link, please?
Thanks
EDIT: I don't know why the Download manager failed to download the file but I discovered my website was failing due to a plugin. I just had to disable the plugin and then the download was all good. Sorry about my n00bness
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By mechatrex69 - 4 Years Ago
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there's something wrong with hair shader using autosetup Version 1.04
hope someone can help
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By mybadstudios - 4 Years Ago
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I only tried this in Unity so not sure if it is the same in Unreal but I had to change a setting in the hair material to make it work properly. In Unity I had to change the rendering pass from "Default" to "Low" and that took the hair from looking totally useless to looking more real than the hair on my head
Hope that works as a hint and points you to the solution. Good luck
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By Bassline303 - 4 Years Ago
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Try to deactivate "Cast Ray Traced Shadows" in your Light source.
If it doesn't work , can you show a picture of your hair material in UE4. (especially the RL Shader)
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By WSAnim - 4 Years Ago
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Speaking of hair... using the classic taper style, on import into UE4 (4.25 with the latest plugins), I'm getting this dithering effect, instead of translucency. Is this normal?
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By mechatrex69 - 4 Years Ago
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thanks Bassline303 the hair looks the same after I apply the setting
even I tried to set the project with raytrace but still not working
my goal is have the hair look the same like what I did in 4.22
because I want to use the new render system in 4.25 (not for raytrace) so I send the model to 4.25
hope you can help thanks~
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By andgeno - 4 Years Ago
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Hi,
is the source code of the Auto Setup plugin somewhere available? I wanted to fix a small but annoying bug by myself but could only find the header files. :-(
My actual problem is that when I enable 'Use Small Tool Bar Icons' in the Unreal Editor preferences some toolbar icons don't show up with a proper icon including the CC Auto Setup plugin as well as the iClone Live Link plugin.
It's a really easy fix to do. All you have to do is to add another definition for the small button icon. Something like this: "<plugin>.<action>.Small".
In your source code there should be something like this: Set("SomePluginName.Toolbar.IconMain", new IMAGE_PLUGIN_BRUSH("Icons/some_logo_48", Icon48x48));
Add this and the small button icon should also show up: Set("SomePluginName.Toolbar.IconMain.Small", new IMAGE_PLUGIN_BRUSH("Icons/some_logo_48", Icon20x20));
Please either fix this for everyone or give us access to the source code so we can do it, thanks! ;-)
EDIT:
I noticed that the source code for the RLLiveLink plugin is available so here is a diff as an example of how to fix this:
diff --git a/Plugins/Marketplace/RLLiveLink/Source/RLLiveLink/Private/RLLiveLinkStyle.cpp b/Plugins/Marketplace/RLLiveLink/Source/RLLiveLink/Private/RLLiveLinkStyle.cpp index 68cfefc..409a6d5 100644 --- a/Plugins/Marketplace/RLLiveLink/Source/RLLiveLink/Private/RLLiveLinkStyle.cpp +++ b/Plugins/Marketplace/RLLiveLink/Source/RLLiveLink/Private/RLLiveLinkStyle.cpp @@ -47,6 +47,7 @@ TSharedRef< FSlateStyleSet > FRLLiveLinkStyle::Create() Style->SetContentRoot( IPluginManager::Get().FindPlugin( "RLLiveLink" )->GetBaseDir() / TEXT( "Resources" ) ); Style->Set( "RLLiveLink.PluginAction", new IMAGE_BRUSH( TEXT( "ButtonIcon_40x" ), Icon40x40 ) ); + Style->Set( "RLLiveLink.PluginAction.Small", new IMAGE_BRUSH( TEXT( "ButtonIcon_40x" ), Icon20x20 ) ); return Style; }
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By sibi_naayagam - 4 Years Ago
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Hi,
Do you know when the update for Unreal 4.26 would be released?
Thanks!
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By jamesgti14 - 4 Years Ago
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I too would like to know when the plugin will be available for Unreal Engine 4.26 , Its frustrating that i cant import new characters into this version
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By jamesgti14 - 4 Years Ago
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I too would like to know when the plugin will be available for Unreal Engine 4.26 , Its frustrating that i cant import new characters into this version
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By Inoland - 4 Years Ago
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plz update it and add 4.26 support ;-)
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By kmitchell.12catblackstudios - 4 Years Ago
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Guys it takes like 2-3 weeks till the new engine is supported usually. Use 4.25 to import characters and migrate them over to 4.26. The Materials folder moves over to 4.26 just fine.
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By WSAnim - 4 Years Ago
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While 4.26 final was "just" released, it has been in beta stage for a number of weeks now, and should have been in development during that time. I will also say that I find it frustrating that the latest release is still using deprecated functions that have been listed as such by UE4 for more than a full release cycle.
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By kmitchell.12catblackstudios - 4 Years Ago
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WSAnim (12/9/2020) While 4.26 final was "just" released, it has been in beta stage for a number of weeks now, and should have been in development during that time. I will also say that I find it frustrating that the latest release is still using deprecated functions that have been listed as such by UE4 for more than a full release cycle.
As a content creator for plugins in UE4 that being in preview for that long means nothing as they have many times saved backend changes that affect their compile environment on the final release. There are also some changes they make almost immediately after that can break something you just tried to submit back to the marketplace using their binary release and they wont accept it unless you support the test environment they are currently on that con sometimes have you download the entire engine source from GIT which is a pain most of the time...
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By Miranda (RL) - 4 Years Ago
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Hello everyone!
Auto Setup is now compatible with UE4.26. Please download the latest v1.11 from the webpage, thanks! https://www.reallusion.com/character-creator/unreal-engine-auto-setup.html
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By sibi_naayagam - 4 Years Ago
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Awesome! Thanks a lot, Miranda!
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By kmitchell.12catblackstudios - 4 Years Ago
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See 2-3 weeks and they got this over a holiday. I think you all deserve some thanks! Woot woot engineering department!
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By xermao - 3 Years Ago
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Import a daz genesis 8 character to iclone7 and transfer it to ue4 via unreal live link's "Transfer File" button,then the skin blink.
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By realtrainingsystems - 3 Years Ago
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When importing a new fbx into the editor as an asset, the editor will lock up and take 5 to 10 minutes to recover. From there it will be compiling many shaders ( 1000+ ) This happens each time we need to update our characters. Seemingly the materials on the characters are all material instances, but it wants to recompile the shaders anyway. Is this a bug or expected behaviour?
Using Unreal 4.25 and version 1.1 of the plugin.
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By Bassline303 - 3 Years Ago
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xermao (1/17/2021) Import a daz genesis 8 character to iclone7 and transfer it to ue4 via unreal live link's "Transfer File" button,then the skin blink.
Go to project settings / windows / Default RHI and set it to DirectX 12
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By lianchiu - 3 Years Ago
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Use HQ or LW (standard has this issue)
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By nikofilm - 3 Years Ago
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Is it possible to bug in iClone Live Link !!! Is there a solution!
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By lianchiu - 3 Years Ago
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Try this
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By character-creator - 3 Years Ago
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Dear Colleagues, We faced with issue during working of AutoSetup Plugin on UE 4.26.1 version (on 4.26.0 everything works well). Are you already informed about this issue and is there any fix plan for it?
[Issue details] When build the project with enabled plugin this issue appear:
UE4Editor-RLPlugin.dll Creating library C:\Unreal Projects\TestProject\Plugins\Auto_Setup_1.11\Intermediate\Build\Win64\UE4Editor\Development\RLPlugin\UE4Editor-RLPlugin.suppressed.lib and object C:\Unreal Projects\TestProject\Plugins\Auto_Setup_1.11\Intermediate\Build\Win64\UE4Editor\Development\RLPlugin\UE4Editor-RLPlugin.suppressed.exp LINK : error LNK2001: unresolved external symbol IMPLEMENT_MODULE_RLPlugin CCFbxFactory.gen.cpp.obj : error LNK2019: unresolved external symbol "public: __cdecl UCCFbxFactory::UCCFbxFactory(class FObjectInitializer const &" (??0UCCFbxFactory@@QEAA@AEBVFObjectInitializer@@@Z) referenced in function "void __cdecl InternalConstructor<class UCCFbxFactory>(class FObjectInitializer const &" (??$InternalConstructor@VUCCFbxFactory@@@@YAXAEBVFObjectInitializer@@@Z) CCFbxFactory.gen.cpp.obj : error LNK2001: unresolved external symbol "public: virtual class UObject * __cdecl UCCFbxFactory::FactoryCreateFile(class UClass *,class UObject *,class FName,enum EObjectFlags,class FString const &,wchar_t const *,class FFeedbackContext *,bool &" (?FactoryCreateFile@UCCFbxFactory@@UEAAPEAVUObject@@PEAVUClass@@PEAV2@VFName@@W4EObjectFlags@@AEBVFString@@PEB_WPEAVFFeedbackContext@@AEA_N@Z) CCFbxFactory.gen.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl UCCFbxFactory:ostInitProperties(void)" (?PostInitProperties@UCCFbxFactory@@UEAAXXZ) CCImportUI.gen.cpp.obj : error LNK2019: unresolved external symbol "public: __cdecl UCCImportUI::UCCImportUI(class FObjectInitializer const &" (??0UCCImportUI@@QEAA@AEBVFObjectInitializer@@@Z) referenced in function "void __cdecl InternalConstructor<class UCCImportUI>(class FObjectInitializer const &" (??$InternalConstructor@VUCCImportUI@@@@YAXAEBVFObjectInitializer@@@Z)
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By lianchiu - 3 Years Ago
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try to delete the content > CC_Shader and Plugins > AutoSetup in your project then
Download this again copy the folders and paste those to your project
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By kmitchell.12catblackstudios - 3 Years Ago
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Can this be modified with our own Custom Shader Links? I've made some hair and skin shaders to replace the default and I wonder if theres a faster way to apply min than to replace the parent link in the material instance.
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By BloodPawWerewolf - 3 Years Ago
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the download for the latest auto-setup plugin is somehow the previous version (v1.11)
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By lianchiu - 3 Years Ago
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BloodPawWerewolf (3/24/2021) the download for the latest auto-setup plugin is somehow the previous version (v1.11)
FIXED
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By Miranda (RL) - 3 Years Ago
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Hi everyone!
Auto Setup is updated to be compatible with UE4.27. Please find the download link from the webpage.
Reallusion Team
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By Jeasy - 3 Years Ago
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Miranda (RL) (8/31/2021)
Hi everyone! Auto Setup is updated to be compatible with UE4.27. Please find the download link from the webpage. Reallusion Team
Updated the Auto Setup plugin for my unreal engine 4.26 project, but now the Auto Setup for Character Physics is not working Unreal Engine 4.26 for the character cloak. Have deleted the old plugin 1.2 folder from the UE project plugin folder as well as the CC shaders folder and replaced with the new plugin folders and now there is this problem with the character physics not working.
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By cstrauss42a - 2 Years Ago
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I came across the an issue and I am sure this has been answered, so my apologizes for the redundancy. I just got CC3 and trying to learn a new workflow from Daz to CC3 To Unreal. I created a character in DAZ clothed her put hair on her then took her into CC3 no issues. Then I added skin and makeup in CC3 and then used Auto-Setup to take to Unreal Engine 4.27. Everything imported fine into unreal EXCEPT the Daz hair. It just came out as a transparent object. Being new to Reallusion products and trying to learn Unreal I am not sure how to fix this or if there is something I need to do to get the hair to come in correctly. Any help, tips etc would be appreciated and help me learn.
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By yepkoo - 2 Years Ago
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Even the hair in the Reallusion store is transferred quite problematic. I haven't been able to solve this problem yet. Especially the hair pieces are transferred more corruptly.
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By cstrauss42a - 2 Years Ago
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Well that is some what good to know, that I did not necessarily imported wrong, but still an issue I guess. I will try importing via other methods and see what results I get.
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By HenrySuen - 2 Years Ago
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Could you please tell us any plans for UE5 ?
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By davood.kharmanzar - 2 Years Ago
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Miranda (RL) (8/31/2021) Auto Setup is updated to be compatible with UE4.27
hi ... i tried to recompile plugin for UE 5.0 ... but got failed :[
any suggestions? is it possible to pre-release UE 5.0 plugin for test? thanks a lot.
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By Patrick_AIV - 2 Years Ago
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Same here, very intersted by a pre-release UE 5.0 plugin for test
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By HenrySuen - 2 Years Ago
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UE5.0 is out. Any updates?
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By Peter (RL) - 2 Years Ago
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916364102 (4/8/2022) UE5.0 is out. Any updates?
Please see the post below. There is a link for a preview version of the UE5 Auto Setup. The full version will be coming soon.
https://forum.reallusion.com/509520/Unreal-5-Live-Link-Preview-2-Now-Available-For-Testing
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By ryobg - 2 Years Ago
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Does "soon" means few weeks, or few months? Both are fair game, but people want to plan accordingly.
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