By 4u2ges - 4 Years Ago
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This is an invaluable tool for Blender folks who do morphing for CC. Add-on allows to transfer the *shape* of one object (or group of vertices) to another object. And what's most important, it leaves the topology completely intact (number of faces, vertex order, etc), so CC does not *complain*, when I import it back as a Morph Slider. Can't even think of all the possibilities, this add-on can be used for... It has a few hiccups here and there, but overall it's great and it's also FREE (you can send a payment to dev if you wish, he certainly deserves it).
https://www.blendernation.com/2019/12/27/add-on-mesh-data-transfer/
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By 4u2ges - 4 Years Ago
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Frank in this thread asked how to swap ears between avatars: https://forum.reallusion.com/485958/Character-Creator-3-modifications Here is how to do it with this Add-on quick and easy.
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By AutoDidact - 4 Years Ago
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Wow. Thanks for the heads-up about this addon😊👍
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By 4u2ges - 4 Years Ago
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AutoDidact (6/18/2021) Wow. Thanks for the heads-up about this addon😊👍 Sure, no problem AutoDidact :)
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By 4u2ges - 4 Years Ago
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Here is an extension to the main video tut. It's about fixing deformed tongue (someone posted a request in FT) Tongue replacement is a little different but easiest of all.
As always have a neutral base exported to OBJ the same way as a character to be fixed and make sure character does not wear shoes:
Next time I will show how to fix deformed nails by swapping hands. Long nails are getting deformed while you convert CC1 to CC3 base. This is unavoidable. It was confirmed by RL and there is no solution to fix it within CC: FT 7888
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By 4u2ges - 4 Years Ago
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I am not making a video for hands swap - just some screenshots add-on to the main video tutorial. It was a case of deformed fingers/hands, which were hard to fix with traditional methods: https://forum.reallusion.com/FindPost489812.aspx
What made this case different is, that Dan's character was gigantic - 10'6" There was a need to prepare a Base Character for hand swapping in advance. That could have been done in Blender as well. But I am showing this routine in CC with Prop replica of the main character. This method can be used for other morphing routines in CC when you need to have 2 characters in CC interacting.
So what I did, was, send character to iClone in T-pose, exported to Alembic, imported Alembic back to iClone and saved it as a prop. I then loaded that prop into CC. Now I have a deformed character and its prop replica matching exactly: (I have chosen Alembic to make a prop, because it is most reliable method for pose matching)

Next, I exported the character to OBJ (as in video tut) and then loaded a Neutral base (dialed the opacity for the prop down):

Next, using character scale morph, some bodybuilder morph, but mostly Forearm and Hands morphs (as well as a little sculpting) I approximately matched the hand shape of the original character. I did not care about anything else, but lower forearm, where the cut-out would occur.


Exported the base and imported both - the Base and the deformed Character into Blender. Because RL base character (and most other characters for that matter) never stay on the floor after the export, there is a mismatch :ermm::crazy::Whistling:

Mismatch MUST be fixed for the Base character Edit mode only! Do not attempt to move the character to be fixed at all. Nor try to move a Base character in Object mode. I had to select all vertices and move them by Z and a bit by Y (WHEN WILL WE HAVE THIS FIXED ALREADY RL??)

Select vertices to be swapped on Deformed character and add them to a group as in video tut.

Transfer shape as usual with Mesh Data Transfer add-on and have hands swap:

Sculpt the stitches with Smooth and Flatten brushes

Import character with replaced hands into CC as a morph Before and after hands swap

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By 4u2ges - 3 Years Ago
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mau.memoli (6/6/2022) Hi, I am the guy who wrote the mesh data transfer. Transferring by topology will work only with transferring UV sets. You will not be able to transfer anything else unfortunately. Anyway glad this tool has been picked up by the community. I am following...
Welcome to the forum mau.memoli! And thanks a lot for the great plugin. It is an invaluable tool in my workflows
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By mtakerkart - 4 Years Ago
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Thank you 4u2ges !! Very helpfull. I'll search for an easy bake normal tutorial ;)
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By 4u2ges - 4 Years Ago
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No problem, I am sure it would work out for you guys. :)
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By rosuckmedia - 4 Years Ago
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@4u2ges, Thanks for the Tutorial, Great👍👍 Greetings rosuckmedia
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By 4u2ges - 4 Years Ago
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rosuckmedia (9/2/2021) @4u2ges, Thanks for the Tutorial, Great👍👍 Greetings rosuckmedia
You are welcome, thanks! :)
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By 4u2ges - 4 Years Ago
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Here is a CC3+ Neutral Base template Blender project for transferring a full body (including tongue, eyes and teeth): https://drive.google.com/file/d/1US7IA3DXi_He094LwJq2j9pd4JZUWagz/view?usp=sharing NOTE: This is mostly intended to character content developers audience. You probably already understand why you might want to transfer the shape of newly developed character to the base and bring it back to CC ;):)
The advantage of using a full transfer is, that you do not have to worry about adjusting tongue, eyes and teeth bones/location when morph is applied back to Neutral base in CC.
The base in template Blender project has already UV spread around UDIM space for tongue, eyes and teeth. Bring your character into the project. Spread UV islands across UDIM space for your character exactly the same way as a base (see screenshot below) Transfer mesh from your character to the base. Export and apply as a Morph Slider to the CC3+ Neutral base in CC. Note: You'd need to use an OBJ key for base character. So you might want to export the base to OBJ in CC to generate that key first.

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By mau.memoli - 3 Years Ago
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Hi, I am the guy who wrote the mesh data transfer. Transferring by topology will work only with transferring UV sets. You will not be able to transfer anything else unfortunately. Anyway glad this tool has been picked up by the community. I am following...
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By dan_422114 - 4 Years Ago
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Awesome! Love it.
In Mesh Data Transfer, you _should_ be able to use Topology as the vertex order is the same, would save you masking the tongue. Doesn't save much time in the scheme of things!
I'd love a solver, given a finished model, work out the percentage of each morph to best approximate it. I'm sure that's technically possible.
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By dan_422114 - 4 Years Ago
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4u2ges (7/17/2021) Because RL base character (and most other characters for that matter) never stay on the floor after the export
OMG, it isn't just me! Very comforting to hear this :-)
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By 4u2ges - 4 Years Ago
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In Mesh Data Transfer, you _should_ be able to use Topology as the vertex order is the same, would save you masking the tongue. Doesn't save much time in the scheme of things! But how? Selecting Topology disables Shape Transfer. It seems only for UV transfer.
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By dan_422114 - 4 Years Ago
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4u2ges (7/18/2021) But how? Selecting Topology disables Shape Transfer. It seems only for UV transfer.
Oh true, my bad.
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By 4u2ges - 4 Years Ago
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Here is a brief tutorial transferring a full body shape from one CC avatar to another, even if the source avatar mesh was invalidated for importing as CC slider (such as changed poly count).
It also partially answers the question asked a while ago by Mtakerkart here: https://forum.reallusion.com/FindPost470593.aspx That is arranging high and low poly avatars for normal maps burning/baking.
Note: There is also a possibility to transfer body shape which includes eyes, teeth and tongue (not shown in the video). For that however you'd need to uniformly tweak UV for both - source and target characters and make sure there is no overlapping. Like shown in this thread: https://forum.reallusion.com/FindPost493608.aspx
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By togu3d - 4 Years Ago
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4u2ges (9/1/2021)
Here is a brief tutorial transferring a full body shape from one CC avatar to another, even if the source avatar mesh was invalidated for importing as CC slider (such as changed poly count). It also partially answers the question asked a while ago by Mtakerkart here: https://forum.reallusion.com/FindPost470593.aspxThat is arranging high and low poly avatars for normal maps burning/baking.
Thats a great tool and the videos are very helpful for beginner CC users that are bound to make several import/export mistakes!
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