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cc_blender_tools's Introduction

CC/iC Blender Tools (Installed in Blender)

An add-on for importing and automatically setting up materials for Character Creator 3 & 4 and iClone 7 & 8 character exports.

Using Blender in the Character Creator pipeline can often feel like hitting a brick wall. Spending potentially hours having to get the import settings correct and setting up the materials often with hundreds of textures.

This add-on aims to reduce that time spent getting characters into Blender down to just a few seconds and make use of as many of the exported textures as possible so that character artists can work in the highest quality possible using Blender.

Online Documentation

Reallusion Forum Thread

Links

CC3 Blender Pipeline Tool (Installed in CC3)

CC4 Blender Pipeline Tool (Installed in CC4)

Baking Add-on

Installation, Updating, Removal

To Install

  • Download the latest release.
  • In Blender go to menu Edit->Preferences then select Add-ons.
  • Click the Install button at the top of the preferences window and navigate to where you downloaded the zip file, select the file and click Install Add-on.
  • Activate the add-on by ticking the checkbox next to Edit->Preferences then select Add-ons
  • The add-ons functionality is available through the CC/iC Blender Tools Tab in the tool menu to the right of the main viewport. Press N to show the tools if they are hidden.

To Remove

  • From the menu: Edit->Preferences then select Add-ons
  • In the search box search All add-ons for "CC/iC Blender Tools"
  • Deactivate the add-on by unticking the checbox next to Edit->Preferences then select Add-ons.
  • Then click the Remove button.

To Update

  • Remove the current version of the add-on by following the remove instructions above.
  • Follow the installation instructions, above, to install the new version.

Changelog

2.0.7

  • Attempts to restore datalink when reloading linked blend file.
  • All returning datalink operators will attempt to first reconnect if not connected.
  • Facial expressions included in datalink send pose and sequence. (But not visemes)
    • Currently certain expression bone movements are conflicting with existing bone movements.
    • You may wish to avoid the Head_Turn expressions as a consequence.
  • Character Proportion editing mode added to CC/iC Create panels.
  • Spring bone hair binding will add an armature modifier for the hair object if absent, to allow binding for newly created hair mashes.
  • Scale body weights now acts on the normalized existing hair weights.

2.0.6

  • Restored Rigify retarget limb correction utilities.
  • Fix to Blender 4.1 import crash caused by 4.1 removing auto-smoothed normals.

2.0.5

  • Fix to converting generic objects to props.
  • Fix to baking value textures back to CC4 when exporting converted props and humanoids.
  • Datalink data send rate synchronization improvements.
  • Rigify retarget and NLA bake options to bake to FK/IK/Both.
    • Rig FK/IK mode set appropriately, unchanged when baking to 'Both'.
  • Quick FK/IK switch button added to rigify mini-panel.
  • Send Rigified pose or sequence fix.
  • Rigify Jaw alignment changed to -Z.

2.0.4

  • Linking/Appending:
    • Added linking/append functions to auto-link to characters in blend files with full character data and functionality.
    • Added connect function to re-build character data for linked/appended characters.
    • Added custom properties to armatures/meshes and materials to aid re-connection of character data.
    • Rebuilding materials will add this custom data to existing characters.
    • Auto-linked/Re-connected characters can use full add-on functionality i.e. rigging, retargeting, exporting, rebuilding materials, etc...
  • Rigify:
    • Datalink pose retargeting teeth position fix.
    • Eye bone and jaw bone alignments corrected.
    • Face rig jaw constraints adjusted for less lip deformation.
  • Parallax eye shader AO fix.
  • Basic materials SSS fixes.
  • Importing a bad or incompatible mesh should fail more gracefully.

2.0.3

  • Datalink:
    • Lighting and Camera sync.
    • Send Character (Go-CC) back to CC4.
    • Facial expressions and Visemes transferred in the pose and animation sequencing.
    • Animation sequence now writes to rig and shape-key action tracks directly using low level fast keyframing, all at once at the end. Which is much faster, for both native rig and Rigify rig.
    • Sequence rate matching so CC4 doesn't get too far ahead of itself.
    • Supports Morph editing and mesh updating for sending back morph OBJ for automatic morph slider creation in CC4.
  • Subsurface Recalculations (you may need to reset the preferences in the add-on prefs)
  • Export of Hue, Sat, Brightness params to CC4.
  • Fixed SSS material detection.
  • Fixed ActorBuild generation detection and export.
  • HIK and facial profiles copied with character export (if generated by CC4)
  • OBJ import/export fix for Blender 4.0.
  • OBJ import now supports full materials.
  • Fixed T-pose orientation when exporting Rigified animation.

2.0.2

  • Correction to malformed json texture paths when exporting character from CC4 directly to the root of a drive.
  • Disabled image search on FBX importer, should import a little faster now.

2.0.1

  • VRM import fixes.
    • VRM to CC4 export generates HIK profile for auto characterization.
  • Rigify fixes:
    • Face bone roll axis corrections.
    • Tongue bone meta-rig positioning corrections.
    • Teeth bone retargeting corrections.

2.0.0

  • Blender 4.0 support.
  • WIP Experimental Data Link added:
    • Currently in alpha stages, more a proof of concept at the moment.
  • Bake add-on updated and merged into this project.

1.6.1

  • Object Management:
    • Generic material conversion better detects AO maps in Blender 3+
    • Transfer vertex weights with posed armature fix.
    • Empty transform hierarchy to Prop conversion puts bones in the right correct places.
  • Exporting rigified animations with parented armatures now excludes those armatures from export.

1.6.0.4

  • Fixed bake rigify retarget not assigning action to rig after baking
  • Removes facial expression bone drivers on Rigifying (caused cyclic dependencies)
  • Re-importing/rebuilding materials on a character will reload any texture images that are being re-used from existing or previous imports, just in case they have been changed on disk.
    • Except when the image has been modified by the user and has not yet been saved.
  • NLA Bake fix.
  • Fix Generic character import.
  • Spring rig panels show if character is invalid for spring rigging.
  • Expression drivers for bones only apply to CC4 Ext and Std profiles
  • Bone drivers for direct visemes Ah and Oh added.
  • Viseme bone drivers now excluded when Jaw drivers are disabled.
  • Export Rigified motion and Unity T-Pose generation fix.

1.6.0

  • Rigifying character keeps meta-rig and allows for Re-Rigifying the control rig from the meta-rig.
    • Useful for re-aligning bones, re-positioning face rig, etc...
  • First draft of (optional) Dual Specular skin shader (Eevee & Cycles) with specular micro details.
  • Added build options to generate drivers for Jaw, Eyes and Head bones from facial expression shape keys.
  • Added build option to generate drivers for all expression shape keys driven from the body mesh shape keys.
    • Which means only the expressions on the body mesh need to be updated/animated.
  • Fix to turn off vertex colours in hair materials when hair mesh has blank vertex colour data (i.e. all zero).
  • Facial Expression shape key value range expanded to -1.5 - 1.5 (except for eye look shape keys)
  • Characters exported with Mouth Open as Morph, now correctly detects the body mesh.
  • Fix to support sphere colliders in collisions shapes.
  • Some additional lighting arrangements: Authority and Blur Warm.

1.5.8.5

  • Fixes:
    • Fix to empty transforms or deleted objects in export.
    • Fix to transfer vertex weights leaving working copies behind.
    • Some object management UI corrections.
    • Fix to bake path when exporting character converted from generic with materials added after conversion.
    • Fix to replace selected bones from hair cards.
    • Fix cloth settings error in detect physics.
    • Fix CC4 spring bones creation.
    • Fix to exports of objects which originally had duplicate object names.
    • Fix to import collider parenting crash when using Blender versions before 3.5
    • Fix to UI panel in 2.93.
    • Fix to collider generation in 2.93
    • Fix to collider generation when Rigifying when posed.

1.5.8

  • Spring Bones:
    • Blender spring bone rigid body simulation added for spring bone hair rigs.
    • Spring bone simulation controls.
    • Hair spring bone chain renaming.
    • Bone generation truncate and smoothing parameters.
    • Added support for not quad grid poly mesh hair cards, should work with any hair mesh.
    • Rigid body colliders for the spring bones that use the collision shapes from character creator.
    • Rigify update for spring bone system.
    • FK, IK and tweak bones for spring rigs.
    • Rigify and spring bone UI updates.
    • Baking spring bone simulation and animation into new animations
    • Exporting rigified spring bone characters and animations, including the rigid body simulation as animation.
  • Cloth Physics overhaul:
    • Physics UI update.
    • Better mapping of PhysX weight map to blender vertex pin weights.
    • Physics presets updates, mass, tension and bending to better simulate the cloth type and work more consistently with external forces.
    • Cloth physics preset detection on import.
    • UI tools for point cache baking.
    • Fixes to weightmap paint mode resetting texture.
    • Browse button for painted weightmap, so you can find it.
    • Weightmap assignment fix for materials with the same base name.
  • Sculpt / Mesh:
    • Character geometry transfer to shape-keys function.
  • Character Objects:
    • Add object to character (from another character) now copies the object into the new character.
    • Transfer weight maps now works when posed to effectively parent in place target mesh.
  • Other:
    • Fix to eye close slider.

1.5.7

  • Hair bone de-duplication.
  • Bones from grease pencil lines or hair card generation now replaces (matching) existing bones.
  • Grease Pencil lines generated only from active grease pencil layer, allowing for better organization.
  • Added some color space fallbacks when using different color space configurations.

1.5.6

  • Relative wrinkle strengths for individual wrinkle maps implemented.
  • Overall wrinkle strength and curve power slider added the head material parameters.
  • Competing wrinkle maps now use additive blending to solve overlap.
  • Brow correction added for brow raise + brow compress wrinkles.
  • Generated images not yet saves are autosaved for export (so they get included).
  • Add custom bone function for hair rigging.

1.5.5

  • Flow maps added to wrinkle map system.
  • Better texture limiting for the head material.
  • Fix to export crash when a texture field is missing in the JSON data.
  • Corrupted JSON data detection and error report on import/build.
    • In some cases resetting the collision shapes in CC4 will fix corrupted JSON data.

1.5.4

  • Wrinkle Map system implemented.
    • Characters with wrinkle maps will setup wrinkle shaders in the head material automatically.
    • Preferences for Build Wrinkle Maps.
  • OpenColorIO ACES color space support.
    • Preferences for ACES color space overrides.
  • Optional Texture Packing and Texture limits added to reduce number of textures in imported materals.
    • Some systems can have very low texture limits (i.e. only 8 on some OSX systems) this can help import full CC4 characters.
    • Preferences for pack and/or limit textures.
  • Body sculpting updated:
    • All sculpting modes work on a copy of the character.
    • Multi-res applied base shape copied back to original character in a way that preserves existing shape keys.
    • AO Map added to baking, layers and export.
    • Additional strength, definition and mix mode controls added to layer ui.
  • Spring Bone Hair Rigging (Cloth Rigging to follow)
    • Added initial Hair curve extraction from hair cards.
    • Spring bone hair generation from selected hair cards or greased pencil lines on surface.
    • Hair card weight binding fine tuning controls.
    • Hair cards are weighted individualy to neighboring bones and uniformly across to avoid lateral stretch and behaves more like cloth physics implementations.
    • Spring bone generation from grease pencil lines.
  • Fixes:
    • Some extra transparency material detection.
    • Fix to hand & finger bone roll alignment when bind pose has arms and hands at a steep downward angle.
    • Fix to partial material name matching errors from ActorCore and AccuRig.
    • Export bake socket fix for Blender 3.4+.
    • Shapekey locks will be disabled and all shapekeys reset to zero on character export.

1.5.3

  • Fix to retarget baking in Blender 3.4 not baking pose bones to rigify armature action.
  • Fix to Rigify motion export bone root name.

1.5.2

  • Rigify IK-FK influence controls replicated in Rigging panel.
  • Fix to material setup error caused by missing normal map data.

1.5.1

  • Fix to Generic character export.
  • Fix to Generic converted character export.

1.5.0

  • Rigify export mesh and/or animation overhaul.
  • Smoothing groups added to export file dialog options.
  • Support for CC4 Plugin, facial expression and viseme data export.
  • Fix to legacy hair detection & scalp detection.
  • Very slight subsurface added to scalp to prevent the dark/blueish artifacts on skin.
  • Fix to bump maps connecting to normal sockets.
  • Eye limbus darkness recalculated.
  • Initial attempt at exporting Blender 3.3 Curve hair on characters via Alembic export.

1.4.9

  • Fix to embedded image correction and image filepath comparisons.
  • Fix to basic material texture loading.
  • Convert to Accessory function added to Object Management.

1.4.8

  • Adding existing RL material to a new character import will copy the material data.

1.4.7

  • Match existing materials (for AccuRig imports) button added to Create tab and Rigify info pane.
    • Attempts to assign existing materials to the AccuRig import that match the original export to AccurRig.
    • For a Blender > AccuRig / ActorCore > Blender round trip workflow.
  • Eye occlusion (Eevee) color darkened.
  • Hair shader (Eevee) Specular blend added (Base surface Specularity -> Anisotropic Specularity)

1.4.6

  • Fix for palm control location with less than 5 fingers.

1.4.5

  • Fix for ActorCore / AccuRig import detection.

1.4.4

  • Missing bone chains from CC3 rig will hide corresponding control rig bones (e.g. missing fingers)
  • Export texture baking no longer duplicates baking on same materials across different objects.
  • Export fix to CC3/4 when material name starts with a digit.
  • Fix to import/convert of multiple generic GLTF/GLB props or characters.
  • Fix to exporting Roughness and Metallic texture strength (should always be 100).

1.4.3

  • Export bake maps now correctly sets bit depth and no alpha channel. Opacity texture bakes should work now.
  • Convert generic character from objects to props added.
  • Auto converts generic imports where possible, when using the import character button.
  • Texture and material de-duplication (optional)
  • ActorCore rigify accessory fix.
  • CC/iC Create tab and panels added.
    • Physics & Object Management moved to CC/iC Create.
    • Multi-res sculpt & bake helper tools panels added.

1.4.2

  • Separate Iris & Sclera emission colors for parallax eye shader.
  • Displacement calculation reworked as it behaves differently in Blender 3.2.1 (was causing triangulation artifacts)

1.4.1

  • Fixes
    • Export T-pose action created correctly when character bind pose is already a T-pose.
    • Tongue subsurface scatter parameter fixes in UI.
    • Hair material UI corrected in Blender 3.2.1 (caused by renamed icon enums)
  • Accessory bones now copy to rigify rig.

1.4.0

  • Physics JSON changes and additions export.
  • Unity T-pose export fix.
  • Body Collision Mesh fix.
  • Unity export logic fixes.
  • Resize weightmap function.
  • Increment/decrement paint strenth weightmap buttons.
  • Image path writeback fix.

1.3.9

  • Full Json data generation added.
  • Rigify Toe IK Stretch Fix for Blender 3.1+
  • Convert to Non-standard function.
  • Convert from Generic character to Reallusion material based non-standard character.
  • Export baking fixes and default PBR export support added.

1.3.8

  • UI naming update.
  • Repository rename to cc_blender_tools (title CC/iC Blender Tools), old repo links still apply.
  • Initial support for exporting any non-standard characters to CC4.
    • Character should be aligned -Y forward, Z up for correct bone translation in CC4.
    • Json data constructed on export to try and reconstruct materials using the CC4 Blender Tools Plugin.
      • Materials must be based on Principled BSDF otherwise only texture name matching is possible.
    • non-standard characters rigged with Auto-Rig Pro will (try to) invoke the ARP export operator (if installed)
      • ARP export operator cleans up the rig and leaves only the relevent deformation bones.
    • Import functions expanded to allow import from FBX, GLTF and VRM for non-standard characters.
      • These are not considered to be CC/iC characters and have no material parameter, rigging or physics options.

1.3.7

  • Iris Color and Iris Cloudy Color added.
  • Tool bar tab renamed from CC3 to CC/iC
  • Some UI button name changes.

1.3.6

  • Rigify
    • Finger roll alignment fixed. All fingers now have exactly the same local bend axis.
    • Disables all physics modifiers non-contributing armatures and meshes during retarget baking to speed it up a bit.
  • Physics:
    • Low poly (1/8th) Collision Body mesh created from decimating a copy of the Body mesh and removing the eyelashes.
      • Hair would easily get trapped in the eyelashes and a lower poly collision mesh should speed up the cloth simulation.
    • PhysX weight maps normalized, provides a more consistent and controllable simulation across different weight maps.
    • Tweaked some cloth simulation parameters.
    • Smart Hair meshes in particular should simulate better now.
  • Unity:
    • Added animation export options (Actions or Strips)

1.3.5

  • Fix to shape-key action name matching.

1.3.4

  • Rigify Retargeting:
    • GameBase animation retargeting to CC Rigified Rig.
    • (Experimental) Mixamo animation retargeting to CC Rigified Rig.
    • Facial Expression Shape-key animation retargeting from source animation to CC character.
    • Shape-key NLA baking added (optional).
  • Materials:
    • Diffuse Color, Hue, Saturation & Brightness parameters for Skin and Hair materials.
  • Exporting:
    • Export to CC3 button renamed to Export Morph Target when editing OBJ imports with ObjKey.
    • When Export button is disabled: The reason is displayed under the button.
      • Export button Key check is overridable in the add-on preferences.
  • Other Changes:
    • Fix to ActorCore character (ActorCore website download) animation retargeting.
    • Basic face rig generated from full face rig and has the same jaw & eye controls and parameters.
    • Jaw pivot retargeting fixes.
    • Palm bones no longer affect deformation or generate vertex weights.
    • Crash fixes importing characters with very short names.

1.3.3

  • CC/iC/ActorCore animation retargeting to CC Rigified Rig.
    • Preview and Bake functions for retargeted animations.
    • Arms, Legs, Heel & Height adjustments.
    • Source armature and action selector, filtering by Armature name.
  • Animation importer, import multiple animations in one go.
    • Renames actions and armatures to match file names.
    • Optionally removes meshes & materials.
  • Bake control rig & retargeted animations to Unity.
  • Export Rigified character to Unity.
  • Basic face rig drivers for Eye Look blend shapes. (If character has ExPlus blend shapes)
  • GameBase to Rigify support.

1.3.2

  • Face rig Automatic Weight failure detection and (some) auto-correction.
  • Support for Voxel Heat Diffuse Skinning add-on for voxel weight mapping of the face rig.

1.3.1

  • Optional two stage Rigify process to allow modifications to the meta-rig.
  • Optional basic face rigging.
  • Support for ActorCore character Rigging. (Only with basic face rigging)
  • Support for G3 character generation, which includes Toon base characters. (i.e. the old CC3 base)
  • Support for rigging G3Plus, G3, ActorCore characters exported from iClone. (iClone exports with no bone name prefix)
  • Some Control Widget fixes and scaling.
  • Better character Generation check on import for exports without JSON data.

1.3.0

  • Rigify function added.
    • Character objects are bound to the Rigify control rig.
    • Vertex weights are remapped to Rigify deformation bones.

1.2.2

  • Object Management panel
    • All round-trip/Export object management functions moved to this panel.
    • Including checks and clean up.
    • Normalize weights function added.
  • Bake/Combine Bump maps into Normal maps function added to Material Parameters panel.
  • Highlight shift added to Eevee hair shader.

1.2.1

  • Some fixes to exporting additional objects with character.
  • Added a 'Check Export' function to identify potential problems with the export.

1.2.0

  • Added initial export to Unity project function.
  • Round-trip/Unity export additions and fixes.
    • Added baking raw metallic and roughness values into textures, when no textures connected, when exporting.
    • Modifiers removed from eye parts when exporting that prevented exporting blend shapes.
    • Modifiers applied on FBX exports.
    • Armature set to Pose mode on export, otherwise skeleton/bind-pose imports to CC3 incorrectly.
    • Some file path fixes when baking new textures with exports.
  • Fixed skin micro-smoothness calculation causing smoothness seams between head and body materials.
  • Fixed UI updating wrong unmasked micro smoothness parameter.
  • Blender 3.0+ subsurface scattering method set to Christensen-Burley, rather than Random-Walk, which does not work well with hair transparencies.
  • Color mixers for actor core/color masked materials prevented from generating negative/zero color values which could affect diffuse lighting.

1.1.9

  • Fixed PBR eye material crash.

1.1.8

  • Texture Channel Mixer added, primarily for alteration of Actor Core characters with RGB and Color ID masks, but can be used with all CC3 based materials.
  • Cycles hair anisotropy reworked.
  • Cycles parameter tweaks:
    • Brighter iris settings for SSR eyes.
    • Hair subsurface reduced (May want to turn it off completely, there can be too many artifacts generated in the hair.)
    • Skin subsurface slightly increased.

1.1.7

  • Cornea material detection crash fix.

1.1.6

  • Baking add-on compatibility update.

1.1.5

  • Character and Object operators (Character Settings Panel):
    • Add object to character, with parenting and armature modifier.
    • Convert and add materials to character to use with material parameters and export write back.
    • Transfer body vertex weights to object.
    • Clean up object and material character data.
    • Export back to CC3 will include Texture & Json data for any new objects added with these operators.
  • Fix to Subsurface scattering for Blender 3.0 Cycles renders.
  • Cycles adjustment settings added to preferences for user fine tuning of subsurface material parameters for Cycles.

1.1.4

  • Added more support for exporting from characters with embedded textures.

1.1.3

  • Baking fix for Blender versions 2.83 - 2.91
  • (Experimental) Added operators to add new objects to the character data.
    • See Character Settings panel with new object selected.

1.1.2

  • Export accessory button no longer locked to character.
  • Some import/export folder logic changed to try and cope with project folder & files being moved.
  • Added custom texture node baking on export to CC3, including baking bump maps into normal maps on export.
    • If nodes are used to modify (or replace) texture inputs to material shaders, those nodes can be baked into the texture channel on export. This assumes the mesh has a valid UV map.
    • Bump maps can be baked into normal channels. Typically CC3 will only allow Normal maps OR bump maps for a material, not both, so an option has been added to combine them into just the normal map.

1.1.1

  • Fix to crash from multiple character imports from iClone.
    • Note: Exporting multiple characters in one Fbx from iClone to Blender is not fully supported.
    • Characters should be exported individually.
    • If multiple characters are detected then a warning pop-up will be displayed.

1.1.0

  • Updated export function to generate compatible Fbx file for CC3 re-import with FbxKey and to write back json material parameter and texture information. To be used in tandem with Blender Importer Plugin for CC3 3.44 for full round-trip character editing in Blender.
  • Import/Export Interface simplified.
    • If character has Fbxkey then character is setup for editing. (i.e. Shapekeys locked to basis)
    • Otherwise (character is posed or has animation) character is setup for rendering.
    • Only Fbxkey character can be exported back to CC3.
  • Optional Json and Texture write back for exports.
  • Optional teeth rotation fix that affects some older generated characters when importing back into CC3.
  • Bake on export function added to bake custom material nodes connected to master shader's texture map sockets into textures to include when re-importing back into CC3.
  • Additional objects can be selected for exporting with the character, but must be properly parented and weighted with an armature modifier. Otherwise CC3 will ignore them.
  • Some property and parameter fixes.

1.0.3

  • First attempt at a single material parallax eye shader added. Which does not use SSR or transparency and thus can receive full shadows and subsurface scattering in Eevee.

1.0.2

  • Fixed Eevee subsurface scattering settings:
    • Reworked shaders to allow for direct application of subsurface radius to Principled BSDF nodes.
    • Only the default values in the subsurface radius socket are used in Eevee rendering.
    • As such, Eevee does not support inputs to subsurface radius and so shader and parameter code needed to be re-written to accomodate this.
    • Cycles unaffected by this.
  • Fixed node group upgrade code that incorrectly renamed existing node groups and did not properly replace old shader/node groups with new ones in existing blend files.

1.0.1

  • Added render target preferences setting for Cycles and Eevee.
  • Added cycles specific shaders for hair, tear-line and eye occlusion.

1.0.0

  • Moved all shaders over to new shader model.
  • Streamlined parameter and shader code to be data driven, rather than hard coded.
  • Character, Object and Material parameters now stored independently for each character import.
  • Json data parser to automatically set up all shader parameters.

0.7.4

  • New eye shader model.

0.7.3

  • New teeth and tongue shader model.

0.7.2

  • New skin and head shader model.

0.7.1

  • Back ported the more advanced Eye Occlusion shader from the Unity HDRP setup.
  • Added displacement modifiers & parameters to Eye Occlusion and Tearline objects.
  • Initial support for ActorCore models type C/D/D+.

0.6.3

  • Fixed 'Export as accessory' correctly exporting as .obj when character was imported from an .obj file. (And not exporting as .fbx with the wrong file extension)

0.6.2

  • Lighting setups set Cycles transparent bounces set to 50 to accomodate Smart Hair mesh density.
  • Lighting setups do not delete existing lights or camera, but they will hide them.
  • Material setup now properly detects Game Base objects (i.e. Converted to Game Base in CC3 before exporting to Blender).
  • Each material now maintains it's own set of parameters.
    • Updating material parameters in linked mode will change the same parameters on all materials of the same type.
    • Updating parameters in selected only mode will only change the parameter for that one material.

0.5.2

  • Applies IOR shader input setting when building materials.
  • Exposed some build preferences in the Build Settings panel.
  • Enabled SSR and refraction when importing with refractive eyes.
  • Auto updater now targets Main branch for current build.

0.5.1

  • Fixed problem appending duplicate displacment map images.
  • Fixed not removing eye displacement modifiers on rebuild.
  • Added eye occlusion hardness parameter.

0.5.0

  • Refractive Eyes:
    • Iris refractive transmission with depth control and pupil size parameters.
    • Limbus parameters.
    • IOR and refractive depth parameters.
    • Blood vessel and iris bump normals.
    • Option in preferences to generate old eyes instead.
  • Skin roughness power parameter added.

0.4.3

  • Corrected an issue where the opacity maps were ignored in favour of diffuse alpha channels.
  • Added opacity parameters for hair, scalp and eyelashes.
  • Added roughness and specular parameters for eyelashes.
  • Fixed a crash calling the import operator from from script.
  • Added auto update scripts.

0.4.1

  • Full smart hair support.
  • Hair and scalp hints expanded to cover the smart hair system and moved to the preferences.
  • Parameter changes update only that parameter in the imported or selected objects materials.
  • Fake anisotropic highlights add to smart hair shader. (Can disable in the preferences.)
  • Fake bump normals can be generated from the diffuse map if there is no normal or bump map present. (Can disable in the preferences.)
  • Animation ranges only changed if physics enabled.
  • Build settings and material parameters separated into their own interface panels.
  • Build settings now applicable by material and the object and material build types as detected by the add-on are exposed and editable so you can fix them if it gets them wrong.
  • Material parameters are context sensitive to the currently active object and material.
  • Material parameters grouped into sections.
  • Detects smart hair material or normal hair material and only shows relevant parameters.
  • Option in preferences to gamma correct smart hair colours so they behave more like the colours in CC3.

0.3.0

  • Fix to hair mesh detection with new smart hair system.

0.2.2 Alpha

  • When no texture maps are present for an advanced node group, does not generate the node group.
  • When exporting morph characters with .fbxkey or .objkey files, the key file is copied along with the export.
  • Function added to reset preferences to default values.
  • Alpha blend settings and back face culling settings can be applied to materials in the object now.
  • Option to apply alpha blend settings to whole object(s) or just active materal.
  • Remembers the applied alpha blend settings and re-applies when rebuilding materials.
  • Option to pick Scalp Material.
  • Only scans once on import for hair object and scalp material, so it can be cleared if it gets it wrong and wont keep putting it back.
  • FBX import keeps track of the objects as well as the armature in case the armature is replaced.
  • Physics support added:
    • Uses the physX weight maps to auto-generate vertex pin weights for cloth/hair physics (Optional)
    • Automatically sets up cloth/hair physics modifiers (Optional)
    • Physics cloth presets can be applied to the selected object(s) and are remembered with rebuilding materials.
    • Weightmaps can be added/removed to the individual materials of the objects.
    • Weight map painting added.
    • Saving of modified weight maps and Deleting weight map functions added.

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cc_blender_tools's Issues

Eyes do not always render properly in Blender

I have a CC3 character who's eyes show a glassy black orbs in Blender 3.01. I have a link to the output here. It's only this specific character that seems to have the problem. All of my other CC3 characters (animated in the latest iClone) have eyes that show normally. I can provide the Blender file, the character FBX export from iClone or any other file you need for analysis. I have looked at the shaders for the other characters with the "good" eyes ands their shader looks slightly different from this one (ie no scalara on the black eyeed character)

I'm using the latest version of CC3, iClone and Blender 3.0.1 and version 1.1.9 of the CC3 tool (which is a Godsend!).

Geometry showing in Cycles render

Hey there!

I rendered a character in Cycles (plugin set to Cycles textures) using a lighting setup (no HDR) and the result is attached. Any idea why we are seeing jagged edges and lines on her arms, shoulders, chest and legs? I only see this in the render and not in the preview window.

P.S. an artist and I are interested in working on some things with you, could you please provide a way for us to get in touch? My email is [email protected]

hero

Anyone has problems with wrinkles not showing in the blender I have the solution

It was caused by the glitch of CC itself which has a quite long story and it is still not being fixed yet
Anyone with problems showing wrinkles in blender, go export a CC default character Camila or Kevin via this addon and it will generate a fbxkey file, use this fbxkey file to import your customized character FBX file to do a "laundry" and your problem is gone. and don't forget to auto-adjusting the bone in CC to fix this laundry's side effects.

And most glitches in CC like IC exporting errors can be fixed by this laundry.

rigify the character

When i press on rigify the characters rig controlls doesnt seem to get in place. just above the character
Skärmbild 2022-12-25 184538

Importing character breaks

hello! when i click import character i get this wierd result
image
i just exported from character creator "camila" charater
Plugin version 1.5.3 blender version 3.4.1

options are grayed out

hello this is to inform that options are grayed out in latest version of blender

the options grayed are:
import morph
import accessory

when i try to import fbx shen clicking on import character i get many error messages

Import materials and apply original if available

I just saw this great addon on CGDive youtube channel. He showed a great use case for this add-on.
One thing i noticed is that there is no option when importing, to check for existing materials. Currently it adds all materials as copies. It would be great if it could find use available mats.

I can try to make this adjustment myself and pull request

Bones are not correctly assigned in SkinnedMeshRenderers when exporting to Unity

I have a case in which I import a character from CC4 to Blender and I separate arms and head in different objects. This a common scenario to create first person characters. When I export to Unity from Blender, the bones in the SkinnedMeshRenderers are always assigned to the root bone, which is incorrect. The main problem caused by this behaviour is that Unity will cull the separated objects during animations as the bounds of the objects will not move with the correct bones.

The issue can be reproduced by exporting a character to Unity from CC4 and comparing the resulting SkinnedMeshRenderers to the ones produced by exporting the same character from the Blender add-on.

As a workaround, the option "Always Animate" can be enabled for the Animator component. However, activating it has an effect on performance in Unity as the bound of each object have to be recalculated every frame.

Regards.

Cannot rigify character converted to "Game Base" in CC3

The main reason for this error is that game base character contains simplified armature. And addon always expect full armature.

Steps to reproduce:

  1. Press "Convert to Game base" button in CC3
  2. Press "Import Character" button in CC3 addon for blender.
  3. After succcessfull import press "Rigify" button in CC3 addon for blender.

Error logs in console window:

Beginning Rigify Process:
-------------------------
Generating Meta-Rig:
   Meta-Rig added.
   Removing face bones from Meta-Rig.
   Adding custom basic face bones to Meta-Rig.
      Adding bone: face
      Parenting bone: face to spine.006
      Adding bone: eye.L
      Parenting bone: eye.L to face
      Adding bone: eye.R
      Parenting bone: eye.R to face
      Adding bone: jaw
      Parenting bone: jaw to face
      Adding bone: teeth.T
      Parenting bone: teeth.T to face
      Adding bone: teeth.B
      Parenting bone: teeth.B to jaw
      Adding bone: tongue
      Parenting bone: tongue to jaw
      Adding bone: tongue.001
      Parenting bone: tongue.001 to tongue
      Adding bone: tongue.002
      Parenting bone: tongue.002 to tongue.001
   Aligning Meta-Rig.
      Mapping: spine from: CC_Base_Hip/
Error: source head bone: CC_Base_Hip not found!
      Mapping: spine.001 from: CC_Base_Waist/
Error: source head bone: CC_Base_Waist not found!
      Mapping: spine.002 from: CC_Base_Spine01/
Error: source head bone: CC_Base_Spine01 not found!
      Mapping: spine.003 from: CC_Base_Spine02/-CC_Base_NeckTwist01
Error: source head bone: CC_Base_Spine02 not found!
Error: source tail bone: CC_Base_NeckTwist01 not found!
      Mapping: spine.004 from: CC_Base_NeckTwist01/
Error: source head bone: CC_Base_NeckTwist01 not found!
      Mapping: spine.005 from: CC_Base_NeckTwist02/
Error: source head bone: CC_Base_NeckTwist02 not found!
      Mapping: spine.006 from: CC_Base_Head/CC_Base_Head
Error: source head bone: CC_Base_Head not found!
Error: source tail bone: CC_Base_Head not found!
      Mapping: face from: CC_Base_FacialBone/CC_Base_FacialBone
      Mapping: pelvis from: CC_Base_Pelvis/CC_Base_Pelvis
Error: source head bone: CC_Base_Pelvis not found!
Error: source tail bone: CC_Base_Pelvis not found!
      Mapping: breast.L from: CC_Base_L_Breast/CC_Base_L_Breast
Error: source head bone: CC_Base_L_Breast not found!
Error: source tail bone: CC_Base_L_Breast not found!
      Mapping: breast.R from: CC_Base_R_Breast/CC_Base_R_Breast
Error: source head bone: CC_Base_R_Breast not found!
Error: source tail bone: CC_Base_R_Breast not found!
      Mapping: thigh.L from: CC_Base_L_Thigh/
Error: source head bone: CC_Base_L_Thigh not found!
      Mapping: shin.L from: CC_Base_L_Calf/
Error: source head bone: CC_Base_L_Calf not found!
      Mapping: foot.L from: CC_Base_L_Foot/
Error: source head bone: CC_Base_L_Foot not found!
      Mapping: toe.L from: CC_Base_L_ToeBase/CC_Base_L_ToeBase
Error: source head bone: CC_Base_L_ToeBase not found!
Error: source tail bone: CC_Base_L_ToeBase not found!
      Mapping: shoulder.L from: CC_Base_L_Clavicle/CC_Base_L_Clavicle
Error: source head bone: CC_Base_L_Clavicle not found!
Error: source tail bone: CC_Base_L_Clavicle not found!
      Mapping: upper_arm.L from: CC_Base_L_Upperarm/
Error: source head bone: CC_Base_L_Upperarm not found!
      Mapping: forearm.L from: CC_Base_L_Forearm/
Error: source head bone: CC_Base_L_Forearm not found!
      Mapping: hand.L from: CC_Base_L_Hand/CC_Base_L_Hand
Error: source head bone: CC_Base_L_Hand not found!
Error: source tail bone: CC_Base_L_Hand not found!
      Mapping: palm.01.L from: CC_Base_L_Hand/-CC_Base_L_Index1
Error: source head bone: CC_Base_L_Hand not found!
Error: source tail bone: CC_Base_L_Index1 not found!
      Mapping: palm.02.L from: CC_Base_L_Hand/-CC_Base_L_Mid1
Error: source head bone: CC_Base_L_Hand not found!
Error: source tail bone: CC_Base_L_Mid1 not found!
      Mapping: palm.03.L from: CC_Base_L_Hand/-CC_Base_L_Ring1
Error: source head bone: CC_Base_L_Hand not found!
Error: source tail bone: CC_Base_L_Ring1 not found!
      Mapping: palm.04.L from: CC_Base_L_Hand/-CC_Base_L_Pinky1
Error: source head bone: CC_Base_L_Hand not found!
Error: source tail bone: CC_Base_L_Pinky1 not found!
      Mapping: thumb.01.L from: CC_Base_L_Thumb1/
Error: source head bone: CC_Base_L_Thumb1 not found!
      Mapping: f_index.01.L from: CC_Base_L_Index1/
Error: source head bone: CC_Base_L_Index1 not found!
      Mapping: f_middle.01.L from: CC_Base_L_Mid1/
Error: source head bone: CC_Base_L_Mid1 not found!
      Mapping: f_ring.01.L from: CC_Base_L_Ring1/
Error: source head bone: CC_Base_L_Ring1 not found!
      Mapping: f_pinky.01.L from: CC_Base_L_Pinky1/
Error: source head bone: CC_Base_L_Pinky1 not found!
      Mapping: thumb.02.L from: CC_Base_L_Thumb2/
Error: source head bone: CC_Base_L_Thumb2 not found!
      Mapping: f_index.02.L from: CC_Base_L_Index2/
Error: source head bone: CC_Base_L_Index2 not found!
      Mapping: f_middle.02.L from: CC_Base_L_Mid2/
Error: source head bone: CC_Base_L_Mid2 not found!
      Mapping: f_ring.02.L from: CC_Base_L_Ring2/
Error: source head bone: CC_Base_L_Ring2 not found!
      Mapping: f_pinky.02.L from: CC_Base_L_Pinky2/
Error: source head bone: CC_Base_L_Pinky2 not found!
      Mapping: thumb.03.L from: CC_Base_L_Thumb3/CC_Base_L_Thumb3
Error: source head bone: CC_Base_L_Thumb3 not found!
Error: source tail bone: CC_Base_L_Thumb3 not found!
      Mapping: f_index.03.L from: CC_Base_L_Index3/CC_Base_L_Index3
Error: source head bone: CC_Base_L_Index3 not found!
Error: source tail bone: CC_Base_L_Index3 not found!
      Mapping: f_middle.03.L from: CC_Base_L_Mid3/CC_Base_L_Mid3
Error: source head bone: CC_Base_L_Mid3 not found!
Error: source tail bone: CC_Base_L_Mid3 not found!
      Mapping: f_ring.03.L from: CC_Base_L_Ring3/CC_Base_L_Ring3
Error: source head bone: CC_Base_L_Ring3 not found!
Error: source tail bone: CC_Base_L_Ring3 not found!
      Mapping: f_pinky.03.L from: CC_Base_L_Pinky3/CC_Base_L_Pinky3
Error: source head bone: CC_Base_L_Pinky3 not found!
Error: source tail bone: CC_Base_L_Pinky3 not found!
      Mapping: thigh.R from: CC_Base_R_Thigh/
Error: source head bone: CC_Base_R_Thigh not found!
      Mapping: shin.R from: CC_Base_R_Calf/
Error: source head bone: CC_Base_R_Calf not found!
      Mapping: foot.R from: CC_Base_R_Foot/
Error: source head bone: CC_Base_R_Foot not found!
      Mapping: toe.R from: CC_Base_R_ToeBase/CC_Base_R_ToeBase
Error: source head bone: CC_Base_R_ToeBase not found!
Error: source tail bone: CC_Base_R_ToeBase not found!
      Mapping: shoulder.R from: CC_Base_R_Clavicle/CC_Base_R_Clavicle
Error: source head bone: CC_Base_R_Clavicle not found!
Error: source tail bone: CC_Base_R_Clavicle not found!
      Mapping: upper_arm.R from: CC_Base_R_Upperarm/
Error: source head bone: CC_Base_R_Upperarm not found!
      Mapping: forearm.R from: CC_Base_R_Forearm/
Error: source head bone: CC_Base_R_Forearm not found!
      Mapping: hand.R from: CC_Base_R_Hand/CC_Base_R_Hand
Error: source head bone: CC_Base_R_Hand not found!
Error: source tail bone: CC_Base_R_Hand not found!
      Mapping: palm.01.R from: CC_Base_R_Hand/-CC_Base_R_Index1
Error: source head bone: CC_Base_R_Hand not found!
Error: source tail bone: CC_Base_R_Index1 not found!
      Mapping: palm.02.R from: CC_Base_R_Hand/-CC_Base_R_Mid1
Error: source head bone: CC_Base_R_Hand not found!
Error: source tail bone: CC_Base_R_Mid1 not found!
      Mapping: palm.03.R from: CC_Base_R_Hand/-CC_Base_R_Ring1
Error: source head bone: CC_Base_R_Hand not found!
Error: source tail bone: CC_Base_R_Ring1 not found!
      Mapping: palm.04.R from: CC_Base_R_Hand/-CC_Base_R_Pinky1
Error: source head bone: CC_Base_R_Hand not found!
Error: source tail bone: CC_Base_R_Pinky1 not found!
      Mapping: thumb.01.R from: CC_Base_R_Thumb1/
Error: source head bone: CC_Base_R_Thumb1 not found!
      Mapping: f_index.01.R from: CC_Base_R_Index1/
Error: source head bone: CC_Base_R_Index1 not found!
      Mapping: f_middle.01.R from: CC_Base_R_Mid1/
Error: source head bone: CC_Base_R_Mid1 not found!
      Mapping: f_ring.01.R from: CC_Base_R_Ring1/
Error: source head bone: CC_Base_R_Ring1 not found!
      Mapping: f_pinky.01.R from: CC_Base_R_Pinky1/
Error: source head bone: CC_Base_R_Pinky1 not found!
      Mapping: thumb.02.R from: CC_Base_R_Thumb2/
Error: source head bone: CC_Base_R_Thumb2 not found!
      Mapping: f_index.02.R from: CC_Base_R_Index2/
Error: source head bone: CC_Base_R_Index2 not found!
      Mapping: f_middle.02.R from: CC_Base_R_Mid2/
Error: source head bone: CC_Base_R_Mid2 not found!
      Mapping: f_ring.02.R from: CC_Base_R_Ring2/
Error: source head bone: CC_Base_R_Ring2 not found!
      Mapping: f_pinky.02.R from: CC_Base_R_Pinky2/
Error: source head bone: CC_Base_R_Pinky2 not found!
      Mapping: thumb.03.R from: CC_Base_R_Thumb3/CC_Base_R_Thumb3
Error: source head bone: CC_Base_R_Thumb3 not found!
Error: source tail bone: CC_Base_R_Thumb3 not found!
      Mapping: f_index.03.R from: CC_Base_R_Index3/CC_Base_R_Index3
Error: source head bone: CC_Base_R_Index3 not found!
Error: source tail bone: CC_Base_R_Index3 not found!
      Mapping: f_middle.03.R from: CC_Base_R_Mid3/CC_Base_R_Mid3
Error: source head bone: CC_Base_R_Mid3 not found!
Error: source tail bone: CC_Base_R_Mid3 not found!
      Mapping: f_ring.03.R from: CC_Base_R_Ring3/CC_Base_R_Ring3
Error: source head bone: CC_Base_R_Ring3 not found!
Error: source tail bone: CC_Base_R_Ring3 not found!
      Mapping: f_pinky.03.R from: CC_Base_R_Pinky3/CC_Base_R_Pinky3
Error: source head bone: CC_Base_R_Pinky3 not found!
Error: source tail bone: CC_Base_R_Pinky3 not found!
      Mapping: tongue from: CC_Base_Tongue03/CC_Base_Tongue02
      Mapping: tongue.001 from: CC_Base_Tongue02/CC_Base_Tongue01
      Mapping: tongue.002 from: CC_Base_Tongue01/CC_Base_JawRoot
      Mapping: teeth.T from: CC_Base_Teeth01/CC_Base_Teeth01
      Mapping: teeth.B from: CC_Base_Teeth02/CC_Base_Teeth02
      Mapping: eye.R from: CC_Base_R_Eye/
      Mapping: eye.L from: CC_Base_L_Eye/
      Mapping: eye.L from: CC_Base_L_Eye/
      Mapping: jaw from: CC_Base_JawRoot/CC_Base_Tongue03
Python: Traceback (most recent call last):
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1827, in execute
    self.add_meta_rig(chr_cache)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1792, in add_meta_rig
    match_meta_rig(chr_cache, self.cc3_rig, self.meta_rig)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1212, in match_meta_rig
    restore_bone_roll(meta_rig, roll_store)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 871, in restore_bone_roll
    bone.roll = roll_store[target_name] + roll_mod * 0.0174532925199432957
KeyError: 'spine'

location: <unknown location>:-1
Error: Python: Traceback (most recent call last):
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1827, in execute
    self.add_meta_rig(chr_cache)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1792, in add_meta_rig
    match_meta_rig(chr_cache, self.cc3_rig, self.meta_rig)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1212, in match_meta_rig
    restore_bone_roll(meta_rig, roll_store)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 871, in restore_bone_roll
    bone.roll = roll_store[target_name] + roll_mod * 0.0174532925199432957
KeyError: 'spine'

location: <unknown location>:-1

Rigify Setup

I don't think the rig is being setup properly. The Arms are stretching and doing funny things and none of the other components seem to be working properly...the heads coming off leaving the teeth behind...the pelvis is rotating with the FK leg components but leaving the legs behind

image

options are grayed out

hello this is to inform that options are grayed out in latest version of blender

the options grayed are:
import morph
import accessory
export to cc3

when i try to import fbx shen clicking on import character i get many error messages

wrinkles not show up form IC 8.2 FBX

import the FBX form ICLONE 8.2 and the wrinkles did not show up and the eye material got the wrong SSS setting which makes the eyes look black like they have been cursed
20230228_014402

wrinkle strength settings are not migrate to blender

I have shut down the forehead wrinkles setting entirely in CC and IC, but in blender, it still appears and at 100% strength, I have to replace the wrinkle texture #1 and #3 with the standard face diffuse in the shader to turn the forehead wrinkle off, maybe it's better to have a wrinkle setting control in blender addon.

Issue Using Color ID Mask Channel to Change Color of Actor Clothing Item

I am attempting to change the color of any of the clothing items for ActorCore "party-f-0001" character, per the YouTube tutorial "ActorCore 3D Charactor Color Material & Adjustments in Blender."

When I activate any one of the Color ID Mask color channels, as shown in the video tutorial, the model turns pink (see screengrab) and I am not able to see or adjust the clothing item color.

I suspect it is something stupidly simple that I am doing wrong! Please give me any suggestions.

I am using Blender 3.3.0 on Mac Monterey 12.6.1

image

CC4 Jaw open or V_Open don't work

In Blender, Jaw open and Viseme V_Open don't work:

cc4_v_open_blender

This is how it should be in CC4:
cc4_v_open_cc4

Reason:
In CC4, Facial morph "Jaw Open" and Viseme morph "V_Open" are not just a morph, it is a driver which combines a morph and rotation of Jaw_Root bone.

But after export cc4 character into fbx, this driver is gonna. So, if we import this fbx into blender or any other 3d tool, shape key "Jaw Open" and "V_Open" is no longer a driver, so it won't rotate the Jaw_Root bone, and mouth won't open.

Solution:
In Daz to Blender's bridge addon, it offers 2 kind of solutions for something like this:

  • Addon create a new shape key with python expression in it, so this new shape key is actually a driver, which can set multiple shape keys and bone rotations.

  • Or, addon panel has a new section for all morphs, all sliders in this section are drivers. User no longer adjusts shape key on body mesh, only use these drivers on addon panel for morphs.

To handle mouth open for CC4, I think this addon need to do something similar, or ask Reallusion converts all those "mouth open" drivers into a real morph when exporting to fbx.

PS: Brow shape keys have the same issue.

wrinkle strength settings are not migrate to blender

I have shut down the forehead wrinkles setting entirely in CC and IC, but in blender, it still appears and at 100% strength, I have to replace the wrinkle texture #1 and #3 with the standard face diffuse in the shader to turn the forehead wrinkle off, maybe it's better to have a wrinkle setting control in blender addon.

Cant download

Are the releases deleted?
I can't download the source .zip files? some HSTS warning in chrome, i tried to search for a fix but nothing works?!

Unable to import to CC4 after Rigify setup

Description:
After applying the Rigify setup to my model in Blender I am unable to re-import it back into CC4. Would appreciate some help with this if it's my fault.

Steps to reproduce:

  1. Export FBX from CC4 w/ Blender Pipeline plugin
  2. Import FBX to Blender w/ CC Pipeline plugin
  3. Click Rigify in CC Pipeline plugin
  4. Select all
  5. Export to CC3/4 (plugin)
  6. Import to CC4 w/ Blender Pipeline Plugin

Result: Error -> "Failed to load the file".

Issue about import obj

Thanks for your great work!
When I run "bpy.ops.cc3.importer(param="IMPORT_QUALITY")" in python script, blender crash.(It is fine by click on UI:"import Character")
here are the error message:
Info: Importing Character, please wait for import to finish and materials to build... Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FFB08DB6945 Module : python37.dll Thread : 000006c4 Writing: C:\Users\admin\AppData\Local\Temp\imp_render_model.crash.txt
blender 2.91.0
Can you tell me the way to import model through the addon with python script? thx a lot!

Color changes are not imported

Hi everyone, I have noticed that e.g. color adjustments of skin or hair in CC3 (Material tab -> Material Settings -> Diffuse Color) are not transferred to Blender. I have to change the color in the material in Blender via Mix RGB Node afterwards. Maybe I did something wrong in CC3? Or is this a missing feature?

Hair physics not working

Hi, I really like this add-on and I'm impressed with how well it works!
However, the hair physics just don't work. I tried everything. I choose to automatically generate physics when importing the character. Everything looks fine. But as soon as I start playing the animation the hair doesn't move (like there are no physics at all). Baking the physics in Blender has no effect. However, the hair physics works in iClone7 as intended. Baking the physics in iClone makes also no difference. Using different hairstyles also doesn't solve this issue. I use Blender 2.93.4 and iClone 7.92. This add-on is already up-to-date.
Did I perhaps miss something?

Jaw Open morph doesn't open the jaw anymore after the roundtrip.

Hi, I'm facing this JawOpen shenanigans, where the shape/morph does open the jaw at start in CC4 & iClone, but once the character get sent to Blender, it only deforms, waiting for the JawBone to open the jaw. Maybe in CC4 & iClone the JawOpen morph does drive the JawBone, BUT once the characters gets back in CC4 with the pipeline/autoSetup, the JawOpen morph stops opening the jaw/driving the JawBone.
Maybe I'm missing something, but this seems to be a tiny showstopper that prevents the whole pipeline to be viable.
Thanks for any help.

Error on "Rebuild basic materials"

Hello,

I have an error when I want to rebuild basic materials from CC model imported in Blender:

  • I use Blender 3.3.0 and Character Creator 4 on PC Windows 10.
  • I export the FBX model from CC4 using all recommended parameter from tutorial (Blender preset, no embed texture, etc)
  • In Blender, I use the addon to import the CC FBX model, which works fine. However, defaults material are "advanced" node setup, which I don't want. I would like to use "basic" setup.
  • I select "Basic" then rebuild => Error (see attached screenshot).

Could you please have a look and correct if this is a bug in the addon?

Error rebuild material

Rigify Retarget Preview works, Baking fails

Blender 3.3.1 LTS and the latest plugin version (1.4.9)

Seem to be running into an issue where an animation retarget will preview just fine, but when Baking Retarget the Rigify armature will only accept the shape keys, not the bones.

EyeClose utitlity not working

Hey there,

first of all thanks @soupday for the great addon. Quite an enabler for us.

I have an issue with the "Eye Close" slider. It seems to have no effect.
image

The "Open Mouth" slider works great.

Could this be an issue resulting from an export from CC4 that is missing something or is this a general issue?

ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 2 items, not 0

I have import fbx from CC3 to Blender 3.1 issue as bellow, how can i fix that?

Python: Traceback (most recent call last):
File "C:\Users\Acer\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\importer.py", line 732, in modal
self.run_import(context)
File "C:\Users\Acer\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\importer.py", line 646, in run_import
self.import_character(warn)
File "C:\Users\Acer\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\importer.py", line 532, in import_character
bpy.ops.import_scene.fbx(filepath=self.filepath, directory=dir, use_anim=import_anim)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py", line 132, in call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Python: Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx_init
.py", line 220, in execute
return import_fbx.load(self, context, filepath=self.filepath, **keywords)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 2603, in load
_(); del _
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 2602, in _
fbx_item[1] = blen_read_geom(fbx_tmpl, fbx_obj, settings)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 1299, in blen_read_geom
blen_read_geom_layer_uv(fbx_obj, mesh)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 1064, in blen_read_geom_layer_uv
blen_read_geom_array_mapped_polyloop(
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 987, in blen_read_geom_array_mapped_polyloop
blen_read_geom_array_setattr(blen_read_geom_array_gen_indextodirect(fbx_layer_index, stride),
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 843, in blen_read_geom_array_setattr
_process(blen_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 838, in _process
setattr(blen_data[blen_idx], blen_attr, fbx_data[fbx_idx:fbx_idx + item_size])
ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 2 items, not 0

location: C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py:132

location: :-1

UV mirroring setting is lost

Again, thanks for the plugin, it's amazing.

For some reason a lot of our textures end up with a V mirror. Importing as fbx honors this and inserts a vector transform node on the uv, sadly this is lost when importing through this plugin.

Keep the Rigify metarig around

The ActorCore to Rigify quick rig function is great.
I just wish it would keep the Metarig in the scene so that you can tweak it.
The main reason is that sometimes the fingers are not generated correctly so I want to go back an tweak their orientation a tiny bit.

Error: "Failed to load the File" with CC4 Transformer Daz character

I can successfully use the plug-in on a standard, CC4 character e.g. Kevin that I've "round-tripped" from CC4 to Blender and then back to CC4 when using the CC4 Menu/PlugIns/Blender Pipeline/ Import character from Blender.

However, my character is a Genesis 8 character imported into CC4 via the Transformer which was then modified in CC4, exported to Blender from CC4 using all the recommended Blender export settings (mesh, no embed, etc); imported into Blender via your CC/iC Pipeline tool (import character, etc) - then exported using the "Export to CC3/4" button.

When I goto round-trip back to CC4 via using the PlugIns/Blender Pipeline/ Import character from Blender - then click "Import Character" button, then click "OK" on the next "Create Assets(s) dialog - it starts to load the FBX file and then I get the error "Failed to load the File".

image

Using a Windows 10 PC; CC4; Blender 3.1.2

Thank you for creating this amazing PlugIn :0).

Rigify my characters's finger

Hello I get everything Working good before I press the rigify button,And after I pressing ,My characters 's finger Starts to acting weird By the rig controlls
image

image

(When it's in accurig,fingers is working good )
thanks…

Issue with Hair

I've tried the latest version of cc3_blender_tools and I am blown away with what you've done. I hardly have to adjust any of the materials after import. Truly stunning.

I do however have an issue with most of the hair I import. I've tried setting the material to Hashed but I'm still having issues in Cycles Render. I've attached a screen shot of my Material Preview, Render Preview and an actual render in Cycles.

Please let me know if you have any idea what is causing the issue or if you can tell me how to adjust the materials to fixe the issue.

Previews

FBX export from Blender is missing all textures

After using the plugin to import the CC3+ character and then exporting it back out from Blender as a FBX the textures are missing. This is after selecting copy path and embed textures in the export dialogue. If the character is imported via the standard Blender FBX import process and then exported out with again copy path and embed textures then the textures are there when importing it back in again

Bug: Bone Location unit is still in cm

In pose mode, change location of root bones like CC_Base_BoneRoot or CC_Base_Hip to like 100 meters.
It just moves 1 meter, but it displayed as 100m in the panel.

So, bone's location unit is still in cm, which should be meter in blender.

In Object mode, move the whole armature is ok though.

After apply all transform on armature in Object mode, this issue is gone.

So, it must forget to do the apply job in script.

Cannot import characters wearing the Biker Vest from the "CC3 Outfit and Accessory" pack.

Steps to reproduce:

  1. Open CC3
  2. Open the "CC3 Outfit and Accessory" pack.
  3. Add the "Biker Vest.ccCloth" to the default characxter in CC3.
  4. Export the character as an iAvatar using the default values (ie no LOD)
  5. Open iClone 7.9
  6. Import the iAvatar into iClone.
  7. Select the character in iCLone and export as FBX. I usually uncheck the "Embed Textures" and check "Delete Hidden Faces" You can select current frame or range.
  8. Open Blender 3.0.1 (I dont think this is version specific to Blender)
  9. Using the CC3 addon for Blender, import the character in FBX format.

The following error message appears in the Blender Info Log:

Python: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\__init__.py", line 216, in execute
    if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 2600, in load
    _(); del _
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 2599, in _
    fbx_item[1] = blen_read_geom(fbx_tmpl, fbx_obj, settings)
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 1296, in blen_read_geom
    blen_read_geom_layer_uv(fbx_obj, mesh)
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 1061, in blen_read_geom_layer_uv
    blen_read_geom_array_mapped_polyloop(
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 984, in blen_read_geom_array_mapped_polyloop
    blen_read_geom_array_setattr(blen_read_geom_array_gen_indextodirect(fbx_layer_index, stride),
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 840, in blen_read_geom_array_setattr
    _process(blen_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx)
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 835, in _process
    setattr(blen_data[blen_idx], blen_attr, fbx_data[fbx_idx:fbx_idx + item_size])
ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 2 items, not 0

location: <unknown location>:-1

Note: I have only found this to happen with the biker vest, not with any other assets in that pack. From the stack trace it could be argued that this is not a CC3 addon error, but an FBX import error. However, I encountered this via the CC3 addon and it only happens with this biker vest model. I'm posting it here in case you know of a better place to post it.

Thanks, as always!

  • Jeff

Python API

I am trying to batch process over twenty .fbx models with a python script.
Unfortunately I can not access bpy.ops.cc3.importer or bpy.ops.cc3.exporter in my script. I don't know which arguments they will take. Can anyone help me further?

Eevee Shader transparent, Rigify doesnt recognize character

Hi! I just installed this Addon, the latest version. I exported an only slightly altered example-project from CC4 (Camile one) as FBX with InstaLOD active for Texture merge.
When I "Import Character" I get a brief error message (attached), than it imports the character. In Eevee however the merged material is transparent even though the material node looks just fine (in Cycles material looks better). Other than this, the whole panel doesnt appear to recognize a Character. Rigging & Animation tab, that I needed, shows "No Current Character!".

Please send help :)

2023-03-07 21_57_49-Window
grafik

CC4 head only error: "Fail to Load"

I have a CC4 character but with only the head in Blender - then exported as fbx. When back in CC4 , I'm getting the error: "Fail to load the file" using the CC4 Menu/PlugIns/Blender Pipeline/ "Import character from Blender".

Is there a way to have your plugin work for a head bust only?

with appreciation,
.cn

blender 3.0 and 3.1 not working export to cc3

  1. I exported a simple char form cc3
  2. i imported with the addon in blender

result: My button for export for cc3 is greyed out
hence, everything I do is in vain as I cannot export it for cc3.

Importing Character psy issue

Hi.
Trying to import a character from iclone 7.92 into blender 2.93; and encounter error message: included.
cc3 error import character message
Would love some advice about how to solve this.
Many thanks
Shimon

Import of character animations with !=60fps does not work as expected

If a character with animations is loaded into an existing project that is built with a frame rate other than 60fps, it is always automatically switched to 60fps.
Even if the FBX file was exported from CC with 25fps, this value is ignored and the project is overwritten with 60fps.
This is especially problematic in a scene with existing Alembic and other objects.

When importing FBX files exported with iClone it works fine, only with files exported with Character Creator it does not work.

FBX Character import from CC3 get error message (for every version above V1.2.1

As suggested by the title, an error message poped up upon importing the character to blender.
This issue only appears with plugin version 1.2.2 - latest.
image
The import seems to be incomplete as all materials includes only diffuse and normal map. The custom node group that comes with earlier version import is also missing.
image
The detailed error message are as follows

Python: Traceback (most recent call last):
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\importer.py", line 814, in modal
self.run_import(context)
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\importer.py", line 728, in run_import
self.import_character(warn)
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\importer.py", line 619, in import_character
self.imported_character = detect_character(self.filepath, type, imported, actions, json_data, warn)
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\importer.py", line 472, in detect_character
chr_cache.add_object_cache(arm)
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\properties.py", line 1310, in add_object_cache
cache.source_name = utils.strip_name(obj.name)
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\utils.py", line 512, in strip_name
if name[-3:].isdigit() and name[-4] == ".":
IndexError: string index out of range

location: :-1

Foot jittering in exported FBX

This problem, the same as here, is fixing with Simplify parameter in a standard FBX exporter, but there is no such paramerer in CCic blender plugin :(

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