By Miranda (RL) - 6 Years Ago
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Updated on Sept. 5th. CC 3.1 has released last week, so this thread won't be maintained anymore. Please share you comment there, thank you! https://forum.reallusion.com/420494/Whats-New-in-Character-Creator-31
-- For this month, we will reveal some CC 3.1 features that are coming to you first as we prepare materials for CC v3.2 / v3.3 and the brand new Headshot plugin.
Character Creator 3.1 will be released the end of August. As a 3D character creation hub, making good use of external and internal content assets is the key to help users create various characters. We adapted the editing tools in this version, so users can easily refine the external content for better use in terms of quality and performance. The export capability to 3rd party tools including animation engines (e.g. iClone), and game engines (e.g. Unreal Engine, Unity) is enhanced in many ways, with remeshed iAvatar export, advanced customization settings on FBX export for different engines (e.g. Unreal hand and foot IK).
As mentioned in the H2 Roadmap post, the CC3.1 updates can be categorized into four parts. - Seamless Content Conversion & Flexible Content Application
- Consolidate materials
- Weld vertices
- Cloth hide mesh tool
- New content format: AvatarPreset (updated; the best format to fast switch the whole character), iMaterialPlus, IES
- New Transformer profile: Poser HiveWire character, iClone G6 character
- Feasibility to Create Characters for iClone Animation with Visual and Performance Balance
- Remeshed iAvatar export
- iAvatar export with texture size settings on individual objects
- Game Pipeline Enhancement
- Enhanced FBX export options for Mesh, Motion, Mesh & Motion
- New material merge options for Game Base to keep good visual quality on eyelashes
- Custom features for Unreal Engine 4 and Unity
- Character Creator & iClone Auto Setup
- Compatibility: the auto-setup tools for UE4 and Unity will be officially compatible with Character Creator 3.1 and iClone 7.6
- Characters: automate the process of shader assignment, skeleton mapping, LOD deployment (CC3 only)
- Props: automate the process of shader assignment
- Mechanism of Update Notification: 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.
*Items highlighted in yellow means that it's only available in the Pipeline edition. *Export features is not highlighted because it works with CC3 for iClone if there is 3DXchange installed.
We've selected some features for sneak preview. Now, let's explore more!
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By Miranda (RL) - 6 Years Ago
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Cloth Auto-hide Mesh Tool ( Pipeline Edition only ) CC cloth has the special ability to conform to any body shape. This process will flawlessly clothe the character with any supported garment under the ideal circumstances. However, sometimes, mesh penetration can occur when the cloth is hugging the body too tightly or when the figure is in motion. - Prior to CC 3.1: One could use Calculate Collision or Edit Mesh to fix mesh penetrations. However, this fix is limited a per project basis and will only work for the current pose or motion. When the same clothing is applied to another character, the fix for the mesh penetration would have to be readjusted again.
- Post CC 3.1: The new Auto-hide Mesh Tool can be used to define polygons for the body that become hidden when covered by articles of clothing. These settings are directly saved on to the cloth assets themselves. Therefore, this tool is great boon for users and developers to save a lot of work when creating new content, or using the Transformer or OBJ importer to quickly setup the CC content and easily optimize content.
* This version does not include the "Cloth-to-Cloth" auto-hide mesh capability. Instead, you should visit the Reallusion wiki to acquire the setup file of Auto Hide Model Polygon.
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By Miranda (RL) - 6 Years Ago
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New Transformer profile: iClone G6 character ( Pipeline Edition only)
Starting from CC 3.1, you can transform your standard G6 character and outfits by importing FBX files via the Transformer tool.
Why support G6 Characters for the Transformer?
Tracing back to 2014 before Character Creator debut, Reallusion introduced the new character specifications - G6 Character. Different from the previous five generations, the G6 character is structured with isolated body and cloth mesh, which increased flexibility in clothing exchange. Thereafter, G6 character Mason and Heidi became the most favorite character for iClone developers and users with plenty of G6 content in the Marketplace and the Content Store.  It would make sense for use to re-use these content assets; And we can't achieve that without adding support for it in the Transformer. Now you can transform any standard G6 character and outfit by importing a FBX file via the Transformer tool. Benefits to Content Developers and Users To Content Developers - Content Reselling
Since the Transformer processes FBX file only, non-3DX users are unable to use G6 content. Developers can consider to convert G6 content to CC and sell it as a new CC pack. To Users - Content Re-usability
Users who have 3DXchange Pipeline can export their purchased G6 content in FBX format and utilize the Transformer tool to convert G6 content to make it compatible with CC.
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By Miranda (RL) - 6 Years Ago
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Re-meshed iAvatar Export ( Pipeline Edition only)
You can adjust the polygon quality level and texture size when re-meshing an iAvatar.

For example, there are many characters in this scene. The main character in the front is standard CC character, while the background characters are re-meshed iAvatars. The total polygon count is 58K (triangles) and it consumes much less memory compared to a scene with the same amount of unmodified characters.

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By Miranda (RL) - 6 Years Ago
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LOD Export File Structure Enhancement ( Pipeline Edition only )
Export FBX Unreal or Unity preset now includes all of the LOD meshes skinned to the same skeleton. The auto-setup tool will be updated along with this change.
Below is a comparison of the structure between CC 3.04 and CC 3.1.
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By Miranda (RL) - 6 Years Ago
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Unreal IK Bone Support for Unreal FBX Export Preset
CC 3.1 allows users to export UE4 rigged characters with UE hand and foot IK bone setup, which then can be used to: - Keep a character's feet planted on uneven ground, and in other ways to produce believable interactions with the world.
- Make CC characters compatible with motion files sold in the Unreal Marketplace.
- Make iClone generated motion files or motions sold in Reallusion Store be compatible with all UE4 rigged characters.

Example: The blue man (with Hand IK) holds the gun at the right hand positions, while the orange man (without Hand IK) doesn't.

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By wires - 6 Years Ago
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Very impressive list of improvements, looking forward to using them. :):cool::smooooth:
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By toystorylab - 6 Years Ago
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Yo, nice features, some very, very long-awaited... Well, at least i assume that remeshed iAvatar to iClone works without export restrictions!
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By raxel_67 - 6 Years Ago
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It is not clear to me if there any new features for cc3 without the pipeline or 3dx7
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By mtakerkart - 6 Years Ago
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Keep a character's feet planted on uneven ground, and in other ways to produce believable interactions with the world
Really really hope that is for Iclone too!!?? ;)
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By mr_vidius - 6 Years Ago
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Miranda (RL) (8/9/2019) New Transformer profile: iClone G6 character ( Pipeline Edition only)Starting from CC 3.1, you can transform your standard G6 character and outfits by importing FBX files via the Transformer tool. Why support G6 Characters for the Transformer?
Tracing back to 2014 before Character Creator debut, Reallusion introduced the new character specifications - G6 Character. Different from the previous five generations, the G6 character is structured with isolated body and cloth mesh, which increased flexibility in clothing exchange. Thereafter, G6 character Mason and Heidi became the most favorite character for iClone developers and users with plenty of G6 content in the Marketplace and the Content Store.  It would make sense for use to re-use these content assets; And we can't achieve that without adding support for it in the Transformer. Now you can transform any standard G6 character and outfit by importing a FBX file via the Transformer tool. Benefits to Content Developers and Users To Content Developers - Content Reselling
Since the Transformer processes FBX file only, non-3DX users are unable to use G6 content. Developers can consider to convert G6 content to CC and sell it as a new CC pack. To Users - Content Re-usability
Users who have 3DXchange Pipeline can export their purchased G6 content in FBX format and utilize the Transformer tool to convert G6 content to make it compatible with CC.
well that totally sucks. i have the CC pipeline. but the 3DX one is priced way out of my reach. so if i'm understanding you correctly. i have to have the 3DX pipeline to do anything with the G6 in CC. sounds like a lot of people are going to be left out in the cold.. again. i was going to ask you when all these miracles were going to appear. but since i'm screwed again with the need for a pipeline i can not afford.. forget it.
v
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By mr_vidius - 6 Years Ago
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Miranda, it's not at all my intention to sound negative. but, couldn't the developers think of a way to import the G6 into CC so we can send it back into iclone, with out having to go the expensive pipeline route? i never did understand the need to have an pipeline to go from one RL product, to another. i can understand if your going to use other 3rd party products. but if your only using RL products,. well.. i'm sure the vast majority of RL customers are not millionaires. and i am not for sure. this kind of thing has now placed me into the position of no longer being a customer. RL has successfully priced itself out of my reach. i'm sure i'm not the only one. no iclone 8 for me. because the pipeline joke will continue there.. maybe it's time i consider walking away from the money pit.
vidius
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By samwhite - 6 Years Ago
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Freaking finally! IK/FK bones! I've been salivating for this ever since I discovered that CC doesn't natively export them. I've been exporting all of my models manually into blender, adding them, then re-importing into UE4. Which, when you do that, messes up the CC Import Plugin for UE4. I'm stupid excited about that and the Weld Vertices options. Using the transformer usually messes up DAZ clothes one way or another, some even downright break, so having the option to weld missing vertices back together without exporting to another program will speed up my work-flow considerably. Thank you for listening to your customers Reallusion!
As a side-bar, it would be excellent if we had the option to add bones inside of CC3. Sometimes I'd rather use bones for pieces of hair, or cloth, rather than UE4's native cloth tool, which I've almost never been able to get working the exact way I want it to.
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By animagic - 6 Years Ago
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mr_vidius (8/9/2019)
well that totally sucks. i have the CC pipeline. but the 3DX one is priced way out of my reach. so if i'm understanding you correctly. i have to have the 3DX pipeline to do anything with the G6 in CC. sounds like a lot of people are going to be left out in the cold.. again. i was going to ask you when all these miracles were going to appear. but since i'm screwed again with the need for a pipeline i can not afford.. forget it.
Unless I'm misunderstanding, CC3 Pipeline, which you already have, gives you all this functionality No need for 3DX Pipeline!
The Transformer function from CC3 is extended to included handling G6 characters.
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By TonyDPrime - 6 Years Ago
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Miranda can you post a picture of a CC3 Hedi an Mason fully decked-out in the later coming 3.2/3.3 new skin shader?! What do they look like as CC3 :Wow:
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By 4u2ges - 6 Years Ago
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What do they look like as CC3 ...like Heidi and Mason? :D
But seriously Miranda. Are you guys going to fix the CC2 character conversion allowing maps over 1k created?
This is probably where Tony is leading to. I for instance have some custom maps for both of them. And then again Heidi by default has underwear and body maps consolidated. How that is going to be handled? Or they going to have a base CC3 maps? Just curious.
But CC2 conversion with high resolution maps is still my main concern.
Thanks.
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By Miranda (RL) - 6 Years Ago
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raxel_67 (8/9/2019) It is not clear to me if there any new features for cc3 without the pipeline or 3dx7
FYI

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By Miranda (RL) - 6 Years Ago
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mtakerkart (8/9/2019)
Keep a character's feet planted on uneven ground, and in other ways to produce believable interactions with the world
Really really hope that is for Iclone too!!?? ;)
Not sure if you meant floor contact, which is supported in iClone. This is a quick demo for floor contact, and its feasibility with terrain. Reference online manual of terrain system: http://manual.reallusion.com/iClone_7/ENU/Pro/Default.htm#iClone_7/Pro_7.0/11_Set/Terrain/The_Concept_of_Terrain_System.htm?Highlight=convert%20to%20terrain

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By Miranda (RL) - 6 Years Ago
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animagic (8/13/2019)
mr_vidius (8/9/2019)
well that totally sucks. i have the CC pipeline. but the 3DX one is priced way out of my reach. so if i'm understanding you correctly. i have to have the 3DX pipeline to do anything with the G6 in CC. sounds like a lot of people are going to be left out in the cold.. again. i was going to ask you when all these miracles were going to appear. but since i'm screwed again with the need for a pipeline i can not afford.. forget it.
Unless I'm misunderstanding, CC3 Pipeline, which you already have, gives you all this functionality No need for 3DX Pipeline! The Transformer function from CC3 is extended to included handling G6 characters. Your comprehension to this function is correct. I thought what mr_vidius was trying to say that he has a lot of G6 character content, but he doesn't have 3DXchange Pipeline to convert them to FBX format, which is the only acceptable format for Transformer. This is something I don't know how to properly comment...
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By Miranda (RL) - 6 Years Ago
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samwhite (8/13/2019) Freaking finally! IK/FK bones! I've been salivating for this ever since I discovered that CC doesn't natively export them. I've been exporting all of my models manually into blender, adding them, then re-importing into UE4. Which, when you do that, messes up the CC Import Plugin for UE4. I'm stupid excited about that and the Weld Vertices options. Using the transformer usually messes up DAZ clothes one way or another, some even downright break, so having the option to weld missing vertices back together without exporting to another program will speed up my work-flow considerably. Thank you for listening to your customers Reallusion!
As a side-bar, it would be excellent if we had the option to add bones inside of CC3. Sometimes I'd rather use bones for pieces of hair, or cloth, rather than UE4's native cloth tool, which I've almost never been able to get working the exact way I want it to. Thank you!!
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By info_852952 - 6 Years Ago
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When will this update go live? i could really use the LOD tool!
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By Miranda (RL) - 6 Years Ago
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info_852952 (8/27/2019) When will this update go live? i could really use the LOD tool!
This week! Very soon! :)
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By info_852952 - 6 Years Ago
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Awesome ! :)
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By samwhite - 6 Years Ago
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Any word on how late in August this release is going to be? We're almost out of days, and I'm excited.
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By Zeronimo - 6 Years Ago
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samwhite (8/27/2019) Any word on how late in August this release is going to be? We're almost out of days, and I'm excited.
within 4 days no more. ;)
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By mr_vidius - 6 Years Ago
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Miranda (RL) (8/14/2019)
animagic (8/13/2019)
mr_vidius (8/9/2019)
well that totally sucks. i have the CC pipeline. but the 3DX one is priced way out of my reach. so if i'm understanding you correctly. i have to have the 3DX pipeline to do anything with the G6 in CC. sounds like a lot of people are going to be left out in the cold.. again. i was going to ask you when all these miracles were going to appear. but since i'm screwed again with the need for a pipeline i can not afford.. forget it.
Unless I'm misunderstanding, CC3 Pipeline, which you already have, gives you all this functionality No need for 3DX Pipeline! The Transformer function from CC3 is extended to included handling G6 characters. Your comprehension to this function is correct. I thought what mr_vidius was trying to say that he has a lot of G6 character content, but he doesn't have 3DXchange Pipeline to convert them to FBX format, which is the only acceptable format for Transformer. This is something I don't know how to properly comment...
that is ok Miranda. i understand. pipeline or not, the only other issue would be, that i would have to have the export on the G6 character too. so even if i did have the pipeline, i would need the export thingy on the character in order to export it as an FBX to use in CC3. so as i see it. the feature is something i can't use anyway. perhaps i'll wait until a marketplace master makes a G6 converted to CC. or i can figure out where to find templates i can use to make stuff.
vidius
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By Rampa - 6 Years Ago
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that is ok Miranda. i understand. pipeline or not, the only other issue would be, that i would have to have the export on the G6 character too. so even if i did have the pipeline, i would need the export thingy on the character in order to export it as an FBX to use in CC3. so as i see it. the feature is something i can't use anyway. perhaps i'll wait until a marketplace master makes a G6 converted to CC. or i can figure out where to find templates i can use to make stuff.
vidius
Couple more steps, but you can use any generation clothing if you export it as OBJ.
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By samwhite - 6 Years Ago
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For anyone wondering, it's now live! It didn't actually show up in the Reallusion Hub for me, but I was in CC3 already and just decided to click "Check for Update" in the help menu, and it brought me straight to the update page. Good times!
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By Miranda (RL) - 6 Years Ago
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samwhite (8/29/2019) For anyone wondering, it's now live! It didn't actually show up in the Reallusion Hub for me, but I was in CC3 already and just decided to click "Check for Update" in the help menu, and it brought me straight to the update page. Good times!
Yes, it's available now! https://forum.reallusion.com/420494/Whats-New-in-Character-Creator-31
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By vidi - 6 Years Ago
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Its nice the see news updates but I would love to have the possibility to to remove unnecessary bones . not all Character are human like and have e.g no fingers or only 4. It is imosible to create a Character without fingers , because the weights deform the mesh , no matter how you adjust the bones Why is it not possible to adjust the bones or weights fo a character, why ?
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By Miranda (RL) - 6 Years Ago
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vidi (8/29/2019)
Its nice the see news updates but I would love to have the possibility to to remove unnecessary bones . not all Character are human like and have e.g no fingers or only 4. It is imosible to create a Character without fingers , because the weights deform the mesh , no matter how you adjust the bones Why is it not possible to adjust the bones or weights fo a character, why ? Hello vidi! Is it for content creation purpose? or content export?
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By e1_scheer - 6 Years Ago
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Hi All,
We've just updated our unity version to 2018.4.5 but I cant get the auto setup tool to work. If I run it in 2018.4 it works, but that would mean degrading our whole project. Anyone else run into this issue or have a workaround?
Thanks,
Iwan
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By e1_scheer - 6 Years Ago
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I haven't found an official character creator 3.1 bugs and issues thread, so I'll just add this here for now. When using character creator 3 there used to be a workflow where you can update your character fbx file in unity using windows explorer and the character prefab in your unity scene would be automatically updated.
There even used to be a video tutorial showing you how to do that. Has that changed in character creator 3.1? Can you still do that in later versions of unity with nested prefabs. This is a bit of a showstopper, because at the moment the prefab generated by the auto- setup doesn't update after updating the character fbx file.
Any help would be great,
Iwan
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By animagic - 6 Years Ago
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CC 3.1 issues thread is here: https://forum.reallusion.com/420640/OFFICIAL-Character-Creator-31-Issues-Thread.
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By Miranda (RL) - 6 Years Ago
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e1_scheer (9/2/2019) I haven't found an official character creator 3.1 bugs and issues thread, so I'll just add this here for now. When using character creator 3 there used to be a workflow where you can update your character fbx file in unity using windows explorer and the character prefab in your unity scene would be automatically updated.
There even used to be a video tutorial showing you how to do that. Has that changed in character creator 3.1? Can you still do that in later versions of unity with nested prefabs. This is a bit of a showstopper, because at the moment the prefab generated by the auto- setup doesn't update after updating the character fbx file.
Any help would be great,
Iwan
Hello Iwan,
The process isn't changed. You can refer to the following info to get it run properly.
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By armetral_18 - 6 Years Ago
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What format of FBX do you export from 3dchange 7.5 do you export. I get a no profile found error in cc3 trying to use tranformers.
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By Miranda (RL) - 6 Years Ago
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armetral_18 (9/3/2019) What format of FBX do you export from 3dchange 7.5 do you export. I get a no profile found error in cc3 trying to use tranformers.
Hello armetral,
The process is:
- Export G6 character in FBX format from iClone
*with 3DXchange Pipeline installed - Import the FBX file via Transformer in CC
You can see the demo video from this post >> https://forum.reallusion.com/FindPost420499.aspx
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By vidi - 6 Years Ago
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Is it for content creation purpose? yes,
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By Colonel_Klink - 6 Years Ago
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I do have a question as to why Character Creator Pipeline users need to have 3DX Pipeline for using the transformation tool in CC to import G6 Characters?
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By animagic - 6 Years Ago
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OK, I can now give an answer. The Transformer tool works with FBX files, so the G6 characters need to exported first as FBX and you need 3DX Pipeline for that. It may work with 3DX 6 Pipeline also.
That said, when I try to export, I get a prompt about an Export license. It would be nice if this could somehow be bypassed because we are just re-importing and not using the characters externally. Otherwise the function would be of limited use for me.
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By Colonel_Klink - 6 Years Ago
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animagic (9/5/2019) OK, I can now give an answer. The Transformer tool works with FBX files, so the G6 characters need to exported first as FBX and you need 3DX Pipeline for that. It may work with 3DX 6 Pipeline also.
That said, when I try to export, I get a prompt about an Export license. It would be nice if this could somehow be bypassed because we are just re-importing and not using the characters externally. Otherwise the function would be of limited use for me.
I tried that with 3DX 6 Pipeline but apparently 3DX must generate a profile file for the FBX file as that is what CC3 is looking for in the transformer process.
I have exported a G6 character as an obj and imported as an accessory in CC3 to get clothing but it sort of defeats the purpose and doesn't convert the character to CC3.
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By Polaraul - 6 Years Ago
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Colonel_Klink (9/4/2019) I do have a question as to why Character Creator Pipeline users need to have 3DX Pipeline for using the transformation tool in CC to import G6 Characters?
Good question. As I have discovered since purchasing CC3, and depending on your workflow, it is reliant on third party tools and is not a complete solution!
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