CC to Blender and back to CC


https://forum.reallusion.com/Topic487997.aspx
Print Topic | Close Window

By togu3d - 4 Years Ago
This may sound obvious, but how do I bring back an edited mesh from Blender back to CC3? I have learned about the Blender Tools and how to easily import my CC character into Blender, but Im lacking the ability to send the edited mesh back to CC3

Thanks
By Kelleytoons - 4 Years Ago
As a rule what you want to do is save as an FBX and then import back as an accessory, but it depends on what you are doing.

For example, if you are making a mod of a character then you want to save an OBJ and use it as a mod (um, above my pay grade as I don't do that in Blender.  I take that back - I DO open in Blender an FBX that I exported from Daz with a Genesis figure and then I save out as FBX and reimport back into CC3 using Transformer.  But only under those circumstances can you use Transformer in this manner).
By togu3d - 4 Years Ago
Edit: Sorry I didnt see somebody replied, Im trying to import the full character back. I just want to make some minor adjustments on the mesh (lips, cheeks, very subtle things) and import it back to CC
By togu3d - 4 Years Ago
I did try it before, because thats how its shown on some videos Ive found when people import DAZ characters into CC3, they use this "Transformers", but when I load my Blender edited .FBX  file I get a error:

"Failed to load character: No suitable setup profile found." and sends me to a compatibility page where it lists DAZ, Poser and iClone
By Kelleytoons - 4 Years Ago
Yes, it would have to be a Genesis character from Daz (so you'd have to start with that, first).

Someone here will know about how to do what you want, though.
By AutoDidact - 4 Years Ago
togu3d (7/8/2021)
Edit: Sorry I didnt see somebody replied, Im trying to import the full character back. I just want to make some minor adjustments on the mesh (lips, cheeks, very subtle things) and import it back to CC






By togu3d - 4 Years Ago
When I try to import from the menu, I enter the exported .fbx, the generated .fbxkey (I export it using the Blender tools I downloaded from the site) but I still get a warning popup

Im only experimenting the workflow, so Im using the naked default model with a free hair comes in CC3, but the warning list 5 itens

Hair_Base
CC_Base_Eye
CC_Base_Teeth
CC_Base_Eye_Occlusion
CC_Base_TearLine

The Hair_Base has a layer but all ohers are missing a layer option in the dropdown each of them has. But no error message, I can click "Ok" and it finished importing the mesh. The new updated mesh comes but all textures are gone, I get a total white model with no hair/eyeleash textures either

Edit: Im going to take a look on this video, thanks, you posted it as I wrote that message
By togu3d - 4 Years Ago
Oooohh.. I see, the mesh changes need to be imported as a actual morph to apply in the CC3 mesh.. thats quite weird.. but it gets the job done.

Thank you so much for the help! 
By Rampa - 4 Years Ago
You can re-import the FBX CC3 character. You will need the FBXkey that was generated at export. You then use the fbx import option in the Create menu. Here is a guide I put together for Blender 7.8. The process is the same for the current Blender, albeit slightly different UI.
https://drive.google.com/file/d/0B3nsNVGroEz6Nk53VDI1VlB1d1E/view?usp=sharing&resourcekey=0-T-JjRJHufnPrqtlbymZ0qw
By AutoDidact - 4 Years Ago
togu3d (7/8/2021)
Oooohh.. I see, the mesh changes need to be imported as a actual morph to apply in the CC3 mesh.. thats quite weird.. but it gets the job done.

Thank you so much for the help! 



Not "weird" really.
If your objective is simply to customized the base shape of a figure
then non destructively altering the base mesh(morphing)
has been the  standard method for decades.
this is how custom morphs/shapes are created in every other 3D Character program.
In this case you are needlessly complicating things by exporting/importing FBX
files.

By togu3d - 4 Years Ago
Hello again, Im having quite a situation with the Morph slider and could use some advice!

I understood the workflow and it worked perfectly, the problem is with a different mesh I started today. Its been sometime I did the CC>Blender>CC workflow, so I didnt pay attention and imported the .obj direct in Blender, not through the CC addon. Then I worked for several hours in the model face, just to realize now Im unable to import back into Character Creator.. is there some way I can get it working without wasting so many work hours? I did try importing another mesh, this time using the CC tool, cut out the head and replace by my edited mesh, but it didnt work. When Im creating the Morph slider back inside CC3 it wont accept the objkey, most likely because I replaced part of the original mesh.

Any advices?
Thanks!
By 4u2ges - 4 Years Ago
Oh well, I know it's kind of easy to use CC add-on for making morphs, but I never use it for that.
For morphs, I always use a direct import/export to/from Blender (and know by heart import/export settings) to avoid this kind of complications.

You cannot use the model you morphed for importing as a slider to CC in any way, unless you checked Keep Vertex Order and Polygroups on import to Blender (which I am sure you did not).
The only way to handle it now, is to transfer the shape to other model (correctly imported to Blender):  https://forum.reallusion.com/FindPost482754.aspx And I hope you exported the original model for morphing as OBJ in bind pose - body.

Now you have to mask a tongue (with mask modifier) for both, source and target model and transfer the shape. Look at the Video tut (second post at the thread above) and try it out.

In your case you'd need to transfer the shape for whole body, which is even easier.
If you do not have vertex groups for body and tongue for your originally imported model, you may even delete tongue all together from it.
Then only mask tongue using CC_Base_Body group on a target and use the same CC_Base_Body group for mesh transfer.
Let me know if you have questions, or stuck at some step.






By 4u2ges - 4 Years Ago
Here is a routine for a full body transfer: https://forum.reallusion.com/FindPost493559.aspx
By togu3d - 4 Years Ago
WOOOOOOOOOOW!!

Thank you SO MUCH for the advice! This tool is amazing, and the video tutorial you added is awesome and will certainly help a lot new users such as me, importing their stuff back into CC!
By togu3d - 4 Years Ago
Im having an issue doing the mesh data transfer. I think when I exported the .obj I left the default "Full Body" option on CC export prompt, so my mesh has all extra details like tear line, teeth and maxillary with a lot UV overlaping;

I guess I will be forced to remove these mesh for the mesh transfer to happen, can I add it later back in CC without big issues?
By 4u2ges - 4 Years Ago
If you exported a full body, then you'd have 2 options:

1. Import neutral base (body only) for target. And then delete eyes, teeth, eye occlusion, eye tear line and tongue meshes from the original character.
Leaving only body, eyelashes and lacrimal. Then transfer body shape as shown in the video.
In CC you'd also have to tweak eyes and teeth bones for correct placement as shown.
Occlusion and tear line are optional meshes and easily added from modify panel with Enhance Eyes button.

If you had custom skin for the original character in CC, you may save it in Skin > Overall folder and reapply it, once you import morph slider to a neutral base.
Same goes to eyes and teeth, you may save them separately from original character in CC and reapply to morphed neutral base.

2. I just found this out and successfully tried it.
You may actually import a full body neutral base and successfully transfer "whole thing", including eyes, teeth, etc.
But here is a catch. You would have to spread UV tiles for both source and target avatars uniformly so that there is NO single UV overlap.

Here is my UV map after arrangement (must the the same for both avatars):

https://forum.reallusion.com/uploads/images/40dfa44e-a9db-4d92-b674-79b6.jpg



To be on a safe side, I was also making sure to have right and left tiles for eyes, cornea, occlusions and tear lines do match between avatars.
Tiles location quadrants do not matter as long as there is a match between avatars.
Moving tiles is easy. Once respective tile/mesh is selected, use the following command:

G Y 1 moves 1 quadrant up
G Y -1 moves 1 quadrant down
G X 1 moves 1 quadrant to the right
G X -1 moves 1 quadrant to the left

That also means there is no need to mask a Tongue with modifier anymore for body only import. Moving a tongue tile 1 quadrant down for both avatars is sufficient enough for successful transfer.

By togu3d - 4 Years Ago
Thanks a lot for all support and help, I would certainly not be able to get it working without the advices and video you posted!

Gladly it was just the overlaping UVs that were causing me problems, after I removed the extra geometry from my mesh it managed to transfer the data perfetly! The tear line, mouth and everything else behaved just fine when I imported the mesh, I only had a couple issues with the sale, but after fixing it in Blender everything worked alright!

Thank you so much! :D

By 4u2ges - 4 Years Ago
No problem. Glad it helped! ;)