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By nikhilrath86 - Last Year
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Hello, I'm having a problem loading a CC4 Avatar that I have exported from CC4 to do weight painting in Maya. When I export it from Maya, and import it into CC4 the model fails to load after I accept the following errors.

I'm not sure if I am exporting the CC4 avatar from maya correctly. I haven't made any changes, I've simply loaded it into maya and then exported it out but the file size is much higher, export from CC4 - Camila.fbx - 76,592 KB export from maya - Camila_export.fbx - 360,268 KB
This happens with every model that comes with CC4 and models I have created.
If I import the fbx I exported with CC4 back into CC4 (wiithout exporting it from maya), it loads with no issues.
Any help on this issue is appreciated! Thanks!
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By animagic - Last Year
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This requires a Maya expert, but I assume Maya does something to the model to make it compatible. For example, are bone names the same, have any UV changed, etc.
EDIT: I meant "expert" not "export".
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By nikhilrath86 - Last Year
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Hi, I didn't change the imported file all. Could I upload the fbx here for someone to take a look? I'm wondering if it has to do with how I'm exporting considering the export is way larger than what is coming from character creator.
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By animagic - Last Year
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There is a limit to the file size you can attach to a post, but you can use something like DropBox or Google Drive and post a link to it.
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By nikhilrath86 - Last Year
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Thanks @animagic! Here is a link to a folder with the files. https://drive.google.com/drive/folders/1fgQkTLASItHshIvn73ELR5AzP9gfHI6_?usp=sharing I'm simply exported the Camila Facial Demo from CC4 with these settings,
File -> export -> fbx (clothed character) (This file imports into CC4 perfectly)
 And when I export from maya (no modification at all), I select everything in the outliner and export in fbx with these settings,

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By animagic - Last Year
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Hopefully a Maya expert will come to the rescue! Unfortunately, I'm not familiar with Maya...:unsure:
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By Victor.Soupday - Last Year
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I don't know anything about Maya, but none of the meshes in that FBX have any vertex weights, nor are they parented to the skeleton (though I don't know if that's a necessary thing in Maya), which is why Character Creator is throwing it out. I'm guessing you need to use some more export options in the File Specific Export Options: Edit Preset ... button?
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By AutoDidact - Last Year
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animagic (1/31/2024) Hopefully a Maya expert will come to the rescue! Unfortunately, I'm not familiar with Maya...:unsure:
Well having only touched Maya, for the first time back in early December, when I got it, I am most certainly no “expert” LOL!! That said ,I was able to import the camilla FBX into Maya just fine (with some minor poke thru on clothing ),even giving her a Maya HIK control rig.

For export however I did not select everything in the outliner , but simply chose “export all” but unchecked things such as lights etc. My Maya exported Camilla is just a little over 15 megabytes not the 300+ megabyte FBX you are getting.


Now I cannot test her import back to to CC4 (as I remain on IC7/CC3) but I did import her into 3DX pipeline where I could have manually mapped her as nonstandard Character for Iclone if I had any need to ,but I don’t.
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By nikhilrath86 - Last Year
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Thanks everyone! @autodidact - I followed your approach and it worked! I think selecting everything and exporting sends a lot of junk data because of which the import in CC4 fails. With your approach its a smaller file but imports correctly. However, some considerations I noted with my other models, - CC4 would occasional mis-label the assets, i.e a clothing asset would be labeled as hair, so important to correct this - If a model is exported with accessories that haven't been linked to the models skeleton with "transfer skin weights" then they will be linked to the root bone and the model with accessories will fail on import. (still trying to confirm this)
@victor.soupday - The model comes into maya fully rigged with skin. Not too sure about vertex weights, but the mesh is weighted to the skeleton. I did notice that it was possible to move vertices around while weight painting which I shouldn't be able to do without errors, then again it doesn't cause any problems on import
@animagic - changing bone names certainly will cause a crash, as will adding meshes to the model in maya and sending it back. I'm thinking this is caused because of the data in fbx key. If I deleted some accessories on the maya side, the model on import with give an error, "None mesh entity detected "
Going through all this, the correct workflow for CC4 -> maya -> CC4 is, - Ready model in CC4 for export to maya - Best not to include any accessories that haven't been linked ot the model using "transfer skin weights" - Delete control rig curve group before export from maya - Use export all, disable lights, camera, embed media, constraints - Import in CC4 - Check if all the meshes are labeled correctly by CC4 (clothing, shoe, glove, hair.etc)
I'll keep checking if I run into any more issues, thank you helping resolve this!
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By AutoDidact - Last Year
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I'll keep checking if I run into any more issues, thank you helping resolve this!
Well I am glad to see you getting it all sorted out. As I said, I am very new to Maya as I have been,(and still am) a Blender guy the last four years and a C4D user for over a decade before that. All of the Reallusion pipelines ,to external programs, have their own particularities but hopefully we can all help each other figure them out.
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