How do you create expressive, talking *Cyborg Avatars*?


https://forum.reallusion.com/Topic486020.aspx
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By sonic7 - 3 Years Ago

Firstly, I don't know much about this - which is why I'm asking for help. The photos below (from Turbosquid), show the *look* I'm chasing, that is, 'Cyborg/android' (mechanical bodies), but with 'human featured' faces. And here's the important thing - they need to portray 'facial expressions' AND 'speak' 
(I would use Acculips for that).

I particularly *like* shots #1 and #3 but couldn't afford such items even if they were capable of speech. Besides, there needs to be male, female, young, teen, adult & old Cyborg 'varieties'. One thought was to create the 'bodies' in a 3D program (Sketchup is the limit of my experience). I have 'CC3' as well as 'Headshot', and was trying to figure if a 3D mesh could be grafted with a CC3 human head, but I'm worried that I'd muck up the rigging if I tried such an amalgamation. (Could I use 3DXChange for this?). As well, the Cyborg's 'internal workings' have to be partially visible on their heads (eg: lights, cables, mechanics - eg: 2nd picture below). Would anyone have thoughts on this?
Any suggestions or tips would be very much appreciated. Smile

https://forum.reallusion.com/uploads/images/ee0225b6-8559-402f-9625-3a84.png

Cyborg 1. https://www.turbosquid.com/3d-models/male-cyborg-elettron-character-model-1611822
Cyborg 2. https://www.turbosquid.com/3d-models/female-cyborg-sci-fi-robot-3d-obj/963299
Cyborg 3. https://www.turbosquid.com/3d-models/3d-max-female-cyborg-elettra/662303
Cyborg 4. https://www.turbosquid.com/3d-models/sci-fi-female-robot-3d-model/1032154

https://forum.reallusion.com/uploads/images/30ceda94-68cb-43de-9de3-77d6.png

By wires - 3 Years Ago
Hi Steve,

The subject is way outside my area of interest, but always willing to help. Smile

No real need to reinvent the wheel, so take a look at the Cyborg items available in the Marketplace, there's only 2 pages so you can check them out quickly. Very civilised prices when compared to those that you posted.
By sonic7 - 3 Years Ago

Gerry - thanks for your thoughts, I appreciate the reply. I was surprised that our 'local' store had even those items - I'd searched DAZ's store but there wasn't much there so had 'assumed' there'd be even less here. However, the problem with these is the 'style' - they're mostly done by one creator ("JoeLoXYungChuang") - so they match well together, but they're more a costume, which would be fine if stream-lined, covering the avatar. I probably wasn't clear the way I explained things.
● I'm chasing more of a "robotic/android" body. ie: no visible body skin - purely 'mechanical' impression.
● Only the head has any semblance of a 'skin' look. - it would be plastic/latex/rubber on the face to enable expressions and speech.

So, my bad, - it's better labelled an "android" I suppose.
It's for a film (very specific) - it has to be an "invented/created" entity - rather than "humans inside costumes" if you get my drift.
Sorry for the confusion but thanks so much for replying Gerry .....
By lightbearer - 3 Years Ago
One possible solution is to look at Daz 3D assets, export from Daz Studio and then bring into CC3. Reallusion has tutorials on how to bring Daz characters into CC3, and Mike Kelley does as well. Kelley also has a tutorial on how to deal with geo shells, should a Daz character have one of those.

Here is a recent render of a Daz character from the asset store (daveyabbo is the artist). I modified the character and textures and used the CC3 HD import solution found on Reallusion's site.

https://forum.reallusion.com/uploads/images/7ccc53f5-b35c-4700-8f09-94fb.png
By sonic7 - 3 Years Ago

Thanks lightbearer ...
Funny you should mention this. I'd actually first played around with a DAZ geoshell and did a few tests. I tried using CC3 to re-work the mesh so that it didn't come across as a 'voluptuous' item, but I just couldn't get a believable droid look. It was a female version and - well - I couldn't tame the shapes. So as much as I like the geoshells for other reasons - they still look 'human' first and 'machine' second. I mean it might be me, the way I worked with CC3 - but I tried hard over several days. If someone showed me a geo that looked android - I would change my view for sure - but I had no joy unfortunately. But hey thanks for your input! ---- I'll have another look on the DAZ store anyway ...... Smile

Edit: Hey lightbearer - this was my early attempt with a Geoshell - the wide angle lens didn't help of course ...

https://forum.reallusion.com/uploads/images/dd501883-3abe-4da4-a01b-9453.jpg
By lightbearer - 3 Years Ago
I suspect using pre-made assets and modifying them may be the way to go, though it depends on what kind of time you have. Did a quick search on Renderosity and found this asset.

I Bot Nurse Bundle 3D Figure Assets 3D Models pamawo (renderosity.com)

The description says it is based on G3F. I believe you would export the OBJ and bring it into Blender to make the chest piece more android-like. You would probably do the same with the facial features and then import those as morphs back into Daz. The question is will CC3 recognize it as a G3 character? I'm guessing the answer is no. If not, the 3DXchange may be needed to translate the object into an iClone space.

There doesn't seem to be a lot of options for android characters, gyenoid yes, but not android. Please let me know what you find.
By tripfreak - 3 Years Ago
Several possibilities:

1. as Wires already mentioned:
https://marketplace.reallusion.com/ai---

2. Wil Veeke has some iClone5 Cyborg characters:
https://marketplace.reallusion.com/g5-cyborg-wv01
https://marketplace.reallusion.com/g5-cyborg-wv02

3. or you just make one yourself:
http://www.makehumancommunity.org/clothes/ava_ex_machina_skeleton.html
https://forum.reallusion.com/uploads/images/d03e5952-34c1-4cbd-8129-c538.jpg
https://forum.reallusion.com/uploads/images/a1cf7786-a5ea-4bbf-8c94-6d16.jpg

But no fear, Miguelangelo Rosario had already prepared them for download: Smile
https://sketchfab.com/3d-models/ai-generated-ai-5a17bf9e9dbe40eaa1573ce8cb73e93d
https://sketchfab.com/3d-models/ava-data-mashup-77d44025326a4f3d9a98209938dcfec4

and of course DAZ.
By sonic7 - 3 Years Ago

Thanks Tripfreak ...
By Kelleytoons - 3 Years Ago
Yeah, you do need to be careful about using Geo-shells (treat them like full-body suits and you'll be fine - I have a tutorial on the process).

And Davey Abbo makes some of the nicest stuff, so I can recommend it (this is his Aura as a CC3+ character):

https://forum.reallusion.com/uploads/images/4e03ea1e-51b5-4ccc-9802-3957.jpg
By Kelleytoons - 3 Years Ago
And if you want to go full metal robot/android, you can always combine the base genesis female with the Android Fembot (all kinds of possibilities there -- essentially you treat the bot as a full-body suit.  Again, tutorial on that process).  So she can be as metal as you want (for example, her face could be the same white robot looking as the previous image, if you desired).

https://forum.reallusion.com/uploads/images/8e568005-9645-475a-9e2c-9422.jpg
By sonic7 - 3 Years Ago


Good find Mike - Dave Abbott's gear looks impressive - his kits are comprehensive with multiple 'looks' possible. I like his GYN-01 model, it ticks a lot of boxes. I'm *trying* to figure out how his model would pose with arms *stretched forward*, since the shoulder design has me baffled. I notice that all the demo shots only ever display the shoulders postured well back. I'll definately look into this GYN-01 - it shows promise...

Edit: - Just noticed - this is a Geoshell?

https://forum.reallusion.com/uploads/images/d7041d86-4efd-4d8a-94bc-8bef.jpg
By Kelleytoons - 3 Years Ago
They are just going to stretch - remember, these are just "painted" on the figure (so no mechanicals).

I'll see if I can make some images for you tomorrow (need to get to bed right now :>Wink.
By sonic7 - 3 Years Ago

Cheers Mike - have a good night ..........  Smile
Edit: Actually being a Geoshell will open up a lot of extra 'possibilities'.
His new L4N4 HD Morph for Genesis 8 Females looks even *better*. Link
But what about *male* versions? It appears Dave Abbott, 
only creates *female* cyborgs. - Could I dial in a convincing *male* look using CC3?

https://forum.reallusion.com/uploads/images/40622780-1322-4744-93c7-84c9.jpg
By Kelleytoons - 3 Years Ago
That's too new for me to have just yet (usually I wait at least three months after something is released, so I can get it on sale).  But it looks nice.

Just remember that Geo-morphs *do* have some issues.  You can't, for example, have any part of the face covered with them or you won't get those expressions you want.  You also have to align the figure carefully to them to begin with (using my bodysuit technique will avoid finger problems, though).  Actually deleting the skin in places around the head may be difficult without holes.  And, finally, if there are multiple geo-shells (as Dave does have in a lot of his work) you will need to be careful about poke through and manage them (remember they will be "clothing" - just very, very tight clothing).

It's also easy to get confused about what is and isn't a geo-morph and what portion can be used directly on an avatar.  Here's another example - I mentioned earlier you can't have the geo-morph cover the face and that's true except that you *can* use part (or all) of the texture by simply replacing the map with the geo-morph map (assuming the geo-morph map is UVed in the same way as the figure, which is not always the case.  So, a further complication).  To make that clearer - with these sorts of androids the idea is to both create textures that look like a "robot" as well as morphs that help sell the illusion.  Morphs on the avatar work great with textures on the avatar, but if the geo-shell itself is constructed in such a way as to have those pistons and other things (and then hide the skin so you only see the shell) then you can't use it on the face where you need it to deform properly.  You can do this in Daz since the geo-shell can share the same bones that manipulate it, but not in iClone.

Hopefully I've explained this well enough.  Whatever you end up doing I'll be glad to help with assuming I have it, or at least advise you if I do not.  And as for female v. male - that's just the way most of the devs both in Daz as well as around the web roll.  The vast preponderance of clothing and avatars is female because the people creating it are (sorry to stereotype but it's true) fanboyz living in their parents basement.  I learned early on to treasure any stuff I could get from Daz that was designed for a male, because it's few and far between.  I'm not so sure you can take a female and use the iClone morphs to change it to a male, not a *real* male, but you could most likely make it a young boy, perhaps (even that might be tough).  
By sonic7 - 3 Years Ago

Wow - (you're an *early riser*!!) - thanks Mike for such an in depth summation. I think I understand most of what you're saying. I guess I'll just dive in and give one of Dave's Cyborgs a test drive - worst case scenario is it'll become an 'extra' if it doesn't work as planned. Many thanks Mike - I'll keep things posted...
By sonic7 - 3 Years Ago
I'm *struggling* with this ...
I ended up purchasing Dave Abbott's GYN-01 Cyborg.
After loading it into DAZ, I get to see the 'sculpting' that's been applied.
I think this is what Mike meant about "morphs that sell the illusion", as it gives 'depth'. (better than adding textures onto a 'plain' Genesis 8 surface).

https://forum.reallusion.com/uploads/images/d67669fb-dbf1-4de4-b604-a81c.png

But *how* do I get this 'etched' version of Gen8 female into CC3? - It's a 'shell'or 'suit' afterall - like clothing?
If I can get it into CC3, the rest is straight forward - just remapping the textures of the suit to be in place of the original 'skin' textures.
Problem is *if* I export the shells from DAZ along with the Gen8 base, I get the NON ALIGNED problem which is probably a pain to fix.

https://forum.reallusion.com/uploads/images/cf653c2c-c290-401d-a576-3d61.png

As far as I know, the easiest way to avoid this is to export only the Genesis Base female and then remap the suit textures in place of the skin textures. But that would result in a very 'flat' look, since there would no longer be the 'depth' created (which emulates the cyborg's metal 'panels').

I'm wondering whether there's something I've missed - or some other clever approach to this?
By Kelleytoons - 3 Years Ago
No, as I said, you will need to align the avatar but it's not horrible.

For father's day I had WAY too much alcohol (not that I need much excuse :>Wink so I can't right now, but if you wait a bit after I nap and wake up I'll do a tutorial on the process (with GYN01).
By Kelleytoons - 3 Years Ago
Okay, sober (mostly) but that model is a MESS (you should have asked me first).

I'm not even sure how all the various shells are supposed to line up or be used, but the only way you can really use this is to substitute the maps for the base body.  It won't be great, but it's the best you can do.

However, I'm pretty sure somewhere in this thread I suggested the best way to do this was to combine two models - a "regular" robot and a human, and just mask out the parts you don't need for each.  Here is what I'm talking about (I just used an Android from Daz and a regular CC3 avatar.  I masked the CC3 avatar out and took parts of the android and made them transparent until it looked correct.  As long as the models are the same size, and they are here, and you apply the same motions to them, as I did here, they will match up perfectly and you can use Acculips for the avatar).


By Kelleytoons - 3 Years Ago
One more (quick) test showing a male version.

This one isn't as successful because the robot itself (the SED10) isn't rigged particularly well, so the pistons don't move accordingly (if I HAD to use this I'd delete them).  But it at least shows you can easily (and quickly) do this with a male version as well.


By mtakerkart - 3 Years Ago
Yep you can rig anything with the character creator Wink
Import the robot-mesh as accessory then autoweight like cloth.


Those robotparts below come from Daz

https://forum.reallusion.com/uploads/images/941fe072-cc34-4ded-bd98-a089.jpg




By sonic7 - 3 Years Ago
Mike's comment: .... "No, as I said, you will need to align the avatar but it's not horrible.""
Well if I *have* to go this way I will, but I'm trying to *exhaust* other approaches first. And the approach of combining two meshes I'm thinking would be an even further last resort - I very much like the existing *look* and (the much considered) flexibility of the GYN-01 (for a Main character).

My current issue is trying to make sense of the way Dave Abbott has constructed this model .......
What I'm *seeing* in DAZ ends up looking different in CC3.

There's many 'combinations' of looks with Dave's avatar.
So first I loaded just the 'Actor' file into DAZ (it's labelled "GYN-01 Full Body Morph + 3 Shells + Face Mask") - here:

https://forum.reallusion.com/uploads/images/fb1464d5-d9be-4c4c-8c9b-a227.png

Then I attempted to export it out as fbx (using these 'export' settings):

https://forum.reallusion.com/uploads/images/a815f7cf-c603-4c4a-845b-124a.jpg

Then, when attempting to bring in the fbx via the CC3+ Transformer, I got the following error:

https://forum.reallusion.com/uploads/images/4c0dd728-bdb1-4689-8ff4-a5d0.jpg

So then I went back to DAZ, and *deleted* the 'extra files' from the node list, so now there's only the Gen 8 female remaining - as seen here:

https://forum.reallusion.com/uploads/images/9332b061-e1a1-49f5-b817-4397.png

Again I exported with the same settings as before. This time, the CC3+ Transformer showed no error and I was able to progress to the *Asset Import Status Report* panel. After ticking the 'Bake Body Texture' box, I then clicked on 'Generate Profile'. I appended the resulting INI document (right-click, & choose 'edit'), using the following changes:

For each of the Arms, Legs and Torso entries, I simply added a 'Diffuse' map and a 'Normal' (bump) map. These were .jpg images found in the model's DAZ texture folder. The folder had no fewer than19 maps of varying colors for *each body part* - I went with the blue (version #16). I also made a complete *copy* of the texture folder labelling it 'My Version' so as to leave the default files unaffected in case I want to mess with the map's boundaries or colors. So it's this newly 'copied' folder that was used as the entry for 'Texture Folder' location as seen here:

https://forum.reallusion.com/uploads/images/69c3fcfd-94ec-4c6b-a928-e159.png

After running it through, the textures were baked and the following Avatar loaded in:

https://forum.reallusion.com/uploads/images/7783888e-45f6-4f32-8752-b174.jpg

I then 'exported' it directly into iClone and increased the 'metallic' map's 'brightness' and reduced the 'Roughness' map's brightness.
The result is this (very preliminary) Iray render:

https://forum.reallusion.com/uploads/images/62552437-432f-4048-9eb4-df1a.jpg

I must say that I'm extremely surprised and happy how this turned out - I'd had a few hours of apprehension thinking it wasn't going to work at all. Even more surprising was that the 'etching relief' looks mostly there. - I didn't expect that at all - since I was exporting just the 'base Gen 8' from DAZ. ie: I thought the extra 'shells' (those I'd deleted), were what contained the etching. I'm so happy this worked out! This success is also attributed to Mike Kelley for his help (suggesting Dave Abbott to me), as well as Mike's video tutorial on Geoshells that outlines the procedure. And thanks to *mtakerkart* for your earlier post - I hadn't forgotten you!

There's probably many ways to achieve a similar end result - maybe even *better* results. But I'm just so happy to find *a* way, - I honestly struggle with this stuff - I find it a real battle (the iClone universe in general) but I hope this helps someone!.

By Kelleytoons - 3 Years Ago
Essentially you used the Geo-shell maps on the avatar -  nothing wrong with this at all and was the method I was first advocating in my tutorials until folks started pointing out that Geo-shells themselves (the actual morphs involved like, say, a waist of only a few inches) were not transferred.  In the avatar you are using there is a tiny bit of the morph process that helps "sell" the idea but, honestly, to me it looks less like an android and more like someone wearing a very thin bodysuit.

As to aligning the Geo-shells -- in this case I wouldn't bother, as their morphs aren't extreme and the morphs on the character sell it just as much.  The problem with (most) Geo-shells is they come in as Poser rigged avatars and thus won't map as clothing (like Maker suggests with robots and such).  So you have to convert them post and the alignment does become kind of important (not impossible, just difficult).

In the end it's all up to the look you want - all of us have specific ideas on what we are trying to achieve and if the look you have is good for you then you've made it.  This approach might work well for you with a male - in that case I'd first isolate the morph of the female (use a base gen 8 female, and create a morph from that to the morph you have here) and that way the breasts and other body parts won't change, just the lines and indentations.  Then use the texture approach as you did with this female with a gen 8 male, and once inside of CC3 apply that morph and you should be *really* close to what you want without any female characteristics at all.
By sonic7 - 3 Years Ago

Mike >>> ... "to me it looks less like an android and more like someone wearing a very thin bodysuit" ... 
Well I guess you're right - I think perhaps I got so caught up in the immediate challenge of this that I lost my perpective on things.
Yeah - thanks for that reality check - it's not up to par at all. I don't know the best way to proceed from here to be honest ....

Thing is, this 'race' of people need to be human enough to 'relate' to, to empathise with. At the same time there needs to be a definite 'machine' aspect to them. They have to be believably/plausibly 'created' ...
By Kelleytoons - 3 Years Ago
I suspect the thing to do is for you to find an image that DOES represent what you want.  Maybe Mr. M and I can help you with combining things to look like that.
By sonic7 - 3 Years Ago

Yeah the closest I've seen is probably these - *if* they could *fullly express* and *talk*
They have a very identifiable human form, are 'obviously' created, but would need to have the potential to fully engage on an emotional level.

https://forum.reallusion.com/uploads/images/961a5e99-9e2e-42ca-9df1-5521.jpg

So is it best to make something mechanical - more human like? OR
something obviously organic/humanlike - more machine-like?
One way or the other ..... and it's getting the 'balance' right.

My earlier attempt, as you pointed out, was too far on the 'organic' side.
Plus it wouldn't want to be a 'a face of flesh' stuck on to 'a body of hydrolics' - there would need to be a consistant 'harmonising'.
If something like the above were to have 'porcelain' looking faces yet have a full range of expressions (and speech) - it could work.

I'm wondering how difficult it would be to fabricalte such 'armoured pieces'. Let's *suppose* I could achieve that.
Question: As long as the proportions are reasonably 'close' to human - with correct elbows/knees etc. - it shouldn't be hard to 'rig' - right?
I mean 3DXChange would do it - right?
By Kelleytoons - 3 Years Ago
In thinking about this, I think it's the "face" that's your issue (both Mr. M and I have shown you the mechanical body is easy).

So I suspect all you need do is just use the same approach we've shown AND then put a white (or other mechanical looking) texture on the face.  That ought to do it.

I'm off to tennis (and it's a LONG tennis day - if I don't get rained out I'll play twice and then check into the ER) so today is pretty much shot but if you don't get some answers from others I'll try to give it to you first thing in the morning.
By lightbearer - 3 Years Ago
If you want the model with the lines (impressions), you can use Reallusion's Importing Daz HD Charcters. 

Character Creator 3 Online Manual - Importing DAZ HD Characters (reallusion.com)

You will still have to manipulate the geo shells per Mike's instructions or use the technique in his upcoming tutorial, which I am definitely looking forward to seeing.




By lightbearer - 3 Years Ago
What is technique you used to make this happen?
By sonic7 - 3 Years Ago

Thanks Mike - enjoy your tennis!
@Lightbearer - thanks - I'll take a good look at that link .....
By sonic7 - 3 Years Ago
@lightbearer  "What is technique you used to make this happen?"
Do you mean technique for modelling a shell?

@lightbearer - that link looks very interesting - I'll have to fully 'digest' it. - I don't have a modelling program like MAYA.
Would Blender work? - I guess it would if its used just for removing eyes etc... 

I just checked the DAZ store - there doesn't seem to be many 'HD' scifi related models available ....
But yes - there's the exact same one I purchased 'GYN-01' - LOL - it's HD - ha .... 

Well that *could* make a difference to the *quality* -lol. But the same problem remains - it's still looks like a human in a very thin body suit.
By mtakerkart - 3 Years Ago
the same characters as before but with different texture (plastic)
https://forum.reallusion.com/uploads/images/a80621b6-69c5-4bbd-ae34-7b81.jpg

This exemple just to show you that you can take any android body as a cloth to a CC3+ charactere. Just change the texture of the head to plastic.

If you find one on Daz as this one:
https://www.daz3d.com/da-15y-lvl-4-hd-morph-for-genesis-8-females

It will be very simple with the Transformer tools
By lightbearer - 3 Years Ago
I don't have Maya either. I used Blender to remove the eyes, tongue, etc and then exported that from Blender as an OBJ.

As for "What is technique you used to make this happen?", 
I was asking @mtakerkart what his technique is for combining the characters. Is it the same as Mike's or something different.



By sonic7 - 3 Years Ago

@mtakerkart .... thanks - I sort of understand. But you say *any android body*  - aren't there some design requirements? I mean what exactly constitutes an android body anyway?

@lightbearer - oh, yes - thanks ....
By mtakerkart - 3 Years Ago
@Lightbearer

The idea is to fit the human body to the futur robot cloth by deforming extremely the bones

https://forum.reallusion.com/uploads/images/d1ecb9f9-d07f-49ab-85bc-3daa.jpg

Then you can autoweight the different robotcloth to the body

https://forum.reallusion.com/uploads/images/a7b1ec52-c6e7-4835-83ca-1a0b.jpg

@ Sonic7
what exactly constitutes an android body anyway


Wiki definition : "a humanoid robot or synthetic organism designed to imitate a human"   Wink


By sonic7 - 3 Years Ago

OK - I'm familiar with 'deforming' human shapes using CC3 - I get that part.
So are you saying that *if* you make the 'human' have arms 3x longer than normal, that adding some 'mechanical' mesh will cause it to also grow 3x in size to fit?

By mtakerkart - 3 Years Ago
So are you saying that *if* you make the 'human' have arms 3x longer than normal, that adding some 'mechanical' mesh will cause it to also grow 3x in size to fit?


because I am a fan of the Manga Gunnm :  https://en.wikipedia.org/wiki/Battle_Angel_Alita
which inspired James cameron with his film Alita, I wanted to try if it was possible to remake this character easily with CC. and this was the case Wink

https://forum.reallusion.com/uploads/images/610e391a-74c6-4847-badd-e746.jpg

the robot from Epic game had the same abnormal proportions (big body, small head) that I wanted to keep.
You should know that the less deformation you would do AFTER autoweight the less problems you will have with your suit,
so make sure that the body and clothes adjust BEFORE autoweight.

https://forum.reallusion.com/uploads/images/fbb0d4b7-1267-4447-89a4-b513.jpg

I have a script written for a long time With Human-robot hybrid but I am waiting for the acculyps for the French language to start.Wink
By sonic7 - 3 Years Ago

Well that's really impressive mtakerkart.
The reason I'm asking so many questions is because I've not done any 'cloth weighting?' in CC3. Although I'm aware of what cloth weighting is for, I hadn't realized it could be used on things like 'android mesh'. Once I fully understand exactly what defines an 'android mesh', I may be able to source it, (or create it). I'm wondering if anyone has made a video on this subject. If you happen to know of one - it would be give a starting point. The CC3 manual only deals with actual clothing from what I can tell. I really do need to understand how an android mesh differs from normal clothes mesh.

I quite liked this one of yours mtakerkart (Particularly the robot 'arms')  Smile

https://forum.reallusion.com/uploads/images/0de3acc4-c160-4a74-9660-b6a3.jpg
By mtakerkart - 3 Years Ago
Oh! i thought you knew about the skin weight

The arms come from daz :
https://www.daz3d.com/m-a-g-2-robotic-arm

And I followed this cool Mike tutorial :



For things coming from nonDaz you can follow this tutorial:



And to fix some weight issue Mike did a good Tut too:

By 4u2ges - 3 Years Ago
Just a tip.
You may not want to completely rely on Auto-weight feature in CC and you should not. It works well for soft objects like a cloth. But for robotic parts, a special care should be taken with weights.
The amount of work would certainly depend on the balance of soft/rigid parts of the android.
You do not want to have metallic/rigid parts look like a jelly. On the other hand, you would also want to prevent rigid parts from going through each other when character moves.
So a good bones influence weight balance it critical and it might take a good portion of your time (if not the most) to complete the project.

Just a quick example for weighting forearm, as I was helping Woody173 in the other thread yesterday to convert an old robotic arm into CC cloth.

https://forum.reallusion.com/uploads/images/2de390ec-212c-4969-8249-2a6a.jpg


By woody173 - 3 Years Ago
i was looking at robotic limbs on my character.....nothing has advanced looking as you must be needing but i was helped immensely by a guy called 4u2ges
got me thinking about robots/androids. 
i found quiet a few in the marketplace and was quiet taken with this one
https://www.youtube.com/watch?v=b7VD4g5TvIQ

https://forum.reallusion.com/uploads/images/534a9dcc-db7a-4ab8-8b81-71bd.jpg



https://forum.reallusion.com/uploads/images/8b3544eb-52fc-445d-83eb-4ec3.jpg


pretty sure its not exactly what you need but their are loads of them out there.
Has people have suggested im assuming its like a body suit so you should be able to create any character in CC3 and iClone 7 and match the suit to the character.
That means all the motions, facial expressions etc.
Im just a novice compared to these guys but they seem to know their stuff and the price is no where near as expensive as the ones you posted
By Kelleytoons - 3 Years Ago
sonic7 (6/21/2021)

Yeah the closest I've seen is probably these - *if* they could *fullly express* and *talk*
They have a very identifiable human form, are 'obviously' created, but would need to have the potential to fully engage on an emotional level.

https://forum.reallusion.com/uploads/images/961a5e99-9e2e-42ca-9df1-5521.jpg

So is it best to make something mechanical - more human like? OR
something obviously organic/humanlike - more machine-like?
One way or the other ..... and it's getting the 'balance' right.

My earlier attempt, as you pointed out, was too far on the 'organic' side.
Plus it wouldn't want to be a 'a face of flesh' stuck on to 'a body of hydrolics' - there would need to be a consistant 'harmonising'.
If something like the above were to have 'porcelain' looking faces yet have a full range of expressions (and speech) - it could work.

I'm wondering how difficult it would be to fabricalte such 'armoured pieces'. Let's *suppose* I could achieve that.
Question: As long as the proportions are reasonably 'close' to human - with correct elbows/knees etc. - it shouldn't be hard to 'rig' - right?
I mean 3DXChange would do it - right?


Where are these?  Where did they come from?
By sonic7 - 3 Years Ago
From Turbosquid Mike
https://www.turbosquid.com/3d-models/3d-max-female-cyborg-elettra/662303
https://www.turbosquid.com/3d-models/male-cyborg-elettron-character-model-1611822


By sonic7 - 3 Years Ago

@ 4u2ges - thanks for the tip regarding auto-weight
@woody173 - that's a very interesting approach. It seems to offer an excellent amalgumation of both human form with robotic operations. If I were able to source or create such a look, I'd probably adjust the face material to harmonize with the body. Most interesting - thanks
By woody173 - 3 Years Ago
Kellytoons
Where did you get this robot body suit? Is it on the Marketplace, I cant seem to find it.
It Mat be useful in my projects
By wires - 3 Years Ago
woody173 (7/2/2021)
Kellytoons
Where did you get this robot body suit? Is it on the Marketplace, I cant seem to find it.
It Mat be useful in my projects


Mike gets his stuff from DAZ, in most of his posts he mentions the item name from the DAZ store.
By Kelleytoons - 3 Years Ago
As Gerry says.  That is the Cyborg Generation 8 Male, from Daz (there is also a female version - or I didn't look at this thread so perhaps I showed the female but the principle is the same).  

Most of Daz stuff works very well indeed inside of iClone - there are exceptions.  I always suggest to people that before they buy anything they could check with me and I'll be glad to know them how well it will work (or not).  I'm also currently nearly finished with a Python script that brings in all the textures from a Daz environment/avatar/prop or clothing (right now you may sometimes have to put those textures back in by hand - it's not awful by any means, but the script will make it SO much easier.  My plan is to have it finished by the end of the three day weekend (it works now but there are several rough edges I need to smooth out).
By sonic7 - 3 Years Ago

'Tis here:
https://www.daz3d.com/cyborg-generation-8-female

and here:
http://posercontent.com/aura-for-genesis-8-female

Looking forward to your python script Mike .......
By Catpickle! - 3 Years Ago
@Mike
I bought L4N4 after seeing the efforts from yourself and sonic7 - I cant get the result you have their in the video where you have robot body with human head. 
I export the gen8 female with geoshells then import via transformer but the shells are not aligned - what was your process or flow to get to that video of yours or can it only be done with certain daz robots?

Barry
By Kelleytoons - 3 Years Ago
I kind of hate to repeat myself and doing a tutorial on L4N4 would be an almost exact repeat but instead let me sum up the steps and if you are still lost let me know and I will do a specific tutorial on this particular robot (but, again, the steps are EXACTLY the same as with the one I've already shown in the video):

1) Either put the entire L4N4 morph plus Geoshells in (what is happening in that case is the morph is applied to a Gen 8 female and the geomorphs are added on top - you can also load in a Gen 8 female, apply the morphs and add the geoshells).
2) Export as usual and import via Transformer as usual.  The Geoshells will come in as accessories.
3) Put the CC3 figure in the UE4 "A" pose.  This will align her almost exactly with the geoshells.  Go to Edit Pose, checkmark Symmetrical, and move the lower limbs to align perfectly (it took me about two minutes and I'm not very good at this).  Align the hands the same way (this will take longer to get the fingers closer - they don't have to be perfect but get as close as possible).
4) Export as FBX and bring into Blender.  Cut the arms of each Geoshell into separate pieces from the body and export each separately (if you want you can combine both Geoshells or leave them separate).
5) Bring back into CC3 as Create Accessory.  They will already be aligned to the figure (and you can delete the old geoshells).  Use Add Mesh Weights to weight the arms as gloves and the rest as Default.
6) Hide the body mesh except for the head and a bit of the neck area.  All will now be well.

Again, if you really are having trouble with this I'll be glad to make a tutorial, but if you watch my tutorials on the cyborg it really is exactly the same.  As long as we are hiding ALL of the female mesh (some Geoshells have some mesh showing) then there shouldn't be a Geoshell that won't work using this approach.
By Catpickle! - 3 Years Ago
Ah I didnt see it I must have skipped the video sorry about that, dont want you to unncessearily repeat yourself.
Working with Blender put me off, that program just doesnt like me, I was hoping it could be done in RL territory so I will not be pursuing this anymore.
I tried applying the textures via another of your videos where you map with the *.ini file but that looks terrible, actually looked like she'd walked through a paint factory explosion.

The geoshells themselves in trying to understand them, are 1 complete kinda suit then, theyre not like individual props?

I did like sonic7's Psion application though that seemd to come out well, the one where you remarked it was like a thin bodysuit.
By Catpickle! - 3 Years Ago
@sonic7

Did you see these on RL Content store?

https://www.reallusion.com/ContentStore/Pack/cyborg
and
https://www.reallusion.com/ContentStore/Pack/cyborgv2


By Kelleytoons - 3 Years Ago
Catpickle! (9/5/2021)
Ah I didnt see it I must have skipped the video sorry about that, dont want you to unncessearily repeat yourself.
Working with Blender put me off, that program just doesnt like me, I was hoping it could be done in RL territory so I will not be pursuing this anymore.
I tried applying the textures via another of your videos where you map with the *.ini file but that looks terrible, actually looked like she'd walked through a paint factory explosion.

The geoshells themselves in trying to understand them, are 1 complete kinda suit then, theyre not like individual props?

I did like sonic7's Psion application though that seemd to come out well, the one where you remarked it was like a thin bodysuit.


Geoshells are just like an accessory in the shape of an avatar - in order to "fit" them we perform a few easy steps and then convert them to clothing, which then conforms properly and moves the correct way.  While there are a lot of steps I outlined none of them are difficult (and I HATE Blender, but if *I* can use it, anyone can.  Blender is truly a Swiss Army Knife for a ton of things in the RL universe, and you should really just give it a try following my steps.  Again - no one could feel as uncomfortable with Blender as I do, but using it in the way I show isn't difficult).

The only reason we have to use Blender is to make the parts of the Geoshell into gloves so the fingers will fit.  If you really won't even try the way I show, there is an alternative I outlined a few years ago - you make two copies of the Geoshell (in this case, two copies of EACH Geoshell) and hide the relative portions of each.  So on one copy you'd hide the arms (in CC3 under edit mesh) and in the other you'd hide the rest of the body, and then you'd weight one as glove and the other as default.  This works as well and keeps you entirely inside of CC3, but it's a klutzy workaround (particularly with two Geoshells - you'll just need to keep things straight).  I'll put that tutorial in the end of this.

I really should delete that other tutorial about using the textures of a Geoshell.  That's a *possibility*, particularly with some Geoshells, but by and large it just isn't a practical solution.

This is what I got after applying the steps I outlined:

https://forum.reallusion.com/uploads/images/e1a159f0-8ef1-46f2-b3d4-5426.jpg