Export CC3 character as FBX for Unity based on body parts instead of clothing layers


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By Mait76 - 6 Years Ago
When I export CC3 character for Unity (FBX Format), the character structure is based on clothing layers such as undershirt, shirt, coat, pants, etc.

This character structure is painful when I'm working on a First Person Shooter game (FPS). In FPS games, I need to be able to toggle on/off the visibility of the character's head and arms. For example, if I toggle the arms off, the arms, long sleeves of the shirt/t-shirt, jacket sleeves, etc. should all disappear.

Therefore, I wonder if there's any way to export the CC3 character based on body parts such as head, body, arms, legs, etc.

I know I can do that by exporting it to Blender (not a big fan) or do it using plugins in Unity. But that's not an optimum solution and usually results in flawed character or errors in Unity.

I'd like to keep my character optimized (in terms of polygons) and export it correctly to Unity based on body parts.

I have 3DXchange as well but I'm not sure if that helps?

Any solutions, ideas, or recommendations?
By Rampa - 6 Years Ago
Since there is a delete hidden mesh box that you can check in the FBX export panel, you can use the mesh editing tools to hide any mesh, or part of mesh. Then the hidden part is deleted on export.


By Mait76 - 6 Years Ago
I tried this approach multiple times. 
In Unity, I need the character in the following sets:
1- Full body character, including the head. I should be able to hide the head and arms on this character using invisible overlay material.
2- Arms of this character.

This setup is required for First Person Shooter.

If I use the method you mentioned, I will end up with three exported characters as follow:
1- Character body without head and arms.
2- Head and arms only.
3- Arms only.

In this case, I will have to merge number 2 with number 1 in Unity, and this results in undesirable outcomes.

This method will cause rigging problems in Unity. It won't recognize the character as humanoid, and I need it to be humanoid. Nevertheless, It will give rigging errors (i.e., left lower arm is missing) although it's there!

Besides, I will have to change all material names in number 2 (above) since both 1 and 2 share the same material names (coming from the same source in CC3).

Even if I assume that it all went fine, I'll face many problems when I animate the character since 1 and 2 aren't welded together. I'll have more issues with IK too.

The bottom line, this method (if works) will put me in more issues in Unity than I already have.

That's why I'm seeking a root solution to this problem and, in my opinion, is to initially export the character with body structure instead of clothing layers like (i.e., CC3, iClone).
By tvwk2013 - 6 Years Ago
Oh, I am facing the same problem, did you found a solution? Or may be anybody can help, please