How to export .obj from Blender or 3DSMax to use in iClone Morph Creator?


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By kavise100 - Last Year
Hello,
I'm able to export a simple one mesh obj from Max or Blender with default export settings to iClone 8 morph creator and use it to create a morph with no problems. However, If I try the same process with a clothed humanoid, it fails.

The export from Blender falils due to an error about mismatched number of faces. The export from Max will import, but then the morph itself is messed up, it like makes the model melt and fall to the floor. I was actually able to use edit mesh in CC4 on the same character and export that as obj, and it worked when importing to iClone 8 Morph Creator. This makes me believe that the issue is not due to the mesh being a full character with clothes, but rather due to me not knowing the right export settings for such a mesh.

What obj export setings do people use to export .obj from third party apps that will be used in iClone 8 Morph Creator?

Thank you much for any help

By 4u2ges - Last Year
For iClone Morphs Creator you only need to preserve OBJ vertex order and enable Poly-groups on Import/Export (in Blender there are settings for that. Do not know about MAX).
Note: in Blender 4.0 and up vertex order preserved by default. You only need to enable Vertex Groups and disable Split by Objects on Import and enable Vertex Groups on Export.

But OBJ route is very finicky. Each mesh has to be super clean. One loose vertex on one of the meshes may produce a mismatch error in Morphs Creator.
Plus the pose has to match (in Morphs Creator and imported OBJ).

I'd recommend FBX > iAvatar route for iClone morphs. 
Export as FBX from CC (save HIK profile prior). Import to your app and morph it.
Export and import to CC as character (you should not care about materials).
Export as iAvatar and make morphs with it in Morphs Creator.

By kavise100 - Last Year
Thank you for the help - I started doing the steps you suggested at the bottom, except for the last step I have been exporting as obj from cc, I didn't know you could export a humanoid as iAvatar, but it looks like you can - I will try that as well since it seems simpler then obj. I will also try the settings you suggested directly from Max and Blender, but it's nice to have an additional workaround just in case.