@@AberrationTheory If they added that you'd have to pay another $300 for the feature. Because they package everything that should come as one, into individual high priced components.
There is a problem with CC4 when you reimport the Blender character and it automatically assigns an actorBUILD type to the character that is distorted and, when running it through characterization, it gets worse. Followed this to the letter and it didnt work. Any ides on how to fix this?
Same! Unused bones were not listed, importing without the Blender addon just makes it worst... There was no option to turn unused bones as used.. or whatever! It just didn't work
Create a character Base Body in CC, then create a Custom Cloth and add it as an Accessory to do "Trasfer Skin Weight" and then export it with FbxKey. Because these are Clothes that require additional bones, take them to the modeling tool, add Bone, bind them, and import them back to CC. BUT, Character Creator (Import FBX) - 1. CC Avatar(Standard) : If I import with FbxKey, BlendShapes (Facial Motion) is activated, but Bone cannot be added. If I add and import Bone to FBX itself, that Bone will not be activated in CC. 2. Humanoid(Non_Standard) : As in the video, I can import and use Bone added to FBX, but cannot use the model's existing BlendShapes (Facial Motion). Facial Motion is possible as a separate work, but there is no reason to use CC if such a series of additional work is required. There is a need for a function that can use Facial Motion as it is and use additional Bone at the same time. Alternatively, CC itself needs to create a function to add Bone. Please let me know if there are any other solutions that already exist in CC.
Hi @강창수-z3l, If you want to add custom bones to the clothing for your CC3+ character, it's recommended to skip the Transfer Skin Weight process. Instead, export the clothing as a prop to an external software, add the bone there, and then import it back into CC as a prop. Since CC allows props to have bones, you can then attach the rigged clothing prop to the character's skeleton. At this point, the clothing will automatically convert from a prop to an accessory, which may be better suited to your needs. For more information, watch the following video: ua-cam.com/video/zBRhXQ4P2WI/v-deo.html
When I import my model I have to choose a profile then after choosing one there is no characterization option. I've tried all 3 profiles, non work. This is unacceptable that this program has been out for as long as it has and there are no updates on how to use it.
When you are presented with the option to select a profile, just click cancel. It will go ahead and import the character without assigning a profile, and automatically put you into characterization mode.
In the latest version of CC4 I get a Critical State Error message None Mesh Entity Detected when attempting to Asset Import through the Go B and the Blender Data Link and the CC Pipeline.
Hi @nu-beings, Please make sure your mesh is selected prior to export. If you are still encountering a problem , please submit a feedback along with screenshots and/or screen recordings to your support team: www.reallusion.com/CustomerSupport/User/FAQList.html
I now want to bind bones to the clothing (such as the skirt) of my Character Creator 4 character, so that I can use Spring Bones in Unity to prevent the skirt from clipping into the character's thighs. Are there any tutorial videos on this? I've searched for quite some time but haven't found any. The modeling software I'm using is Blender.
It's time you thought about VR production. We need to navigate in iclone with a VR headset, you can do it using steamVR like UE and also to export 3d 180° Stereoscopic video
Hi @salientfilm, Standard skeletons can be applied your characters using CC. Or you can use AccuRIG to auto-rig your character models. Charactermizing courses.reallusion.com/home/character-creator/characterize?v=character-creator-4-tutorial-characterizing-humanoid-characters AccuRIG courses.reallusion.com/home/character-creator/characterize?v=character-creator-4-tutorial-advanced-accurig-in-character-creator-4
Hi @SkyHandOneTen, Under ""Facial Profile Editor > Edit Expressions"", you can easily save and load facial profiles. This allows you to save a custom profile before exporting your character and reload it whenever needed. For more details, check out the video below: ua-cam.com/video/oqGrtbwBlPA/v-deo.html
when i click to import the character after doing the extra bones it asks me whats the auto conversion profile. the rig was done in accurig, but i only get actor build, actor scan and ccg3. not sure which one to pick
I tried to find solution to assign any bone I need to a spring effect on standard character. If I'm nor wrong, this great ability from IC7 no longer works in IC8 anymore. So you can't simulate character drifts on motobike etc.. Which means, that the 'greatest' animation software failed on a basic simulation function? Unbelievable..
Reallusion maybe the worst company in the 3D creators industry. Their greed knows no boundaries. You have to pay to buy the software, then pay again for content, then you have to pay a third time to be able to use the content in a business setting. Because of their licensing.
@@Jungbluth11 It's normal in a professional environment to get ripped off and be constantly told to use a free, multi-disciplinary open-source tool to do the things that your very expensive, very "specialized" product should do but doesn't? Thanks for the comedy - at least now I know what hobbyists think the word "professional" means... 🤣😂🤣
Why haven't you made a tutorial on creating non-CC characters from scratch? Most of your tutorials aren't about custom characters, but this topic is split across several videos, making it hard to follow. I've spent days on my custom character and still can't figure out why the face expressions aren't working in motion puppet tool. To be honest, most of your tutorials aren't beginner-friendly for those starting with iClone and Character Creator, especially since they don't start from scratch. it is so frustrating esspecially when your software is so expensive
I find cc4 to be really weak in managing the bones and specially in weight painting this process of skinning the tail should be automatic just like in blender with applying the bind with automatic weights this proves that cc4 is not intuitive at all
So basically all is good if you use a regular normal human, but if you want/ need to add anything extra you need to use a real rigging software and do traditional rigging... wow.... just wow
Great video. Short, to the point, informative and done very cleanly. Please do more like this!
I shouldnt have to do this in blender, accurig should provide extra bones option
No joke. Eye roll every time they tell me to open up another application to do something that should do doable inside of their own application
@@AberrationTheory If they added that you'd have to pay another $300 for the feature. Because they package everything that should come as one, into individual high priced components.
There is a problem with CC4 when you reimport the Blender character and it automatically assigns an actorBUILD type to the character that is distorted and, when running it through characterization, it gets worse. Followed this to the letter and it didnt work. Any ides on how to fix this?
Same! Unused bones were not listed, importing without the Blender addon just makes it worst... There was no option to turn unused bones as used.. or whatever! It just didn't work
Click cancel
Thanks RL very useful info👍
Create a character Base Body in CC,
then create a Custom Cloth and add it as an Accessory to do "Trasfer Skin Weight" and then export it with FbxKey.
Because these are Clothes that require additional bones,
take them to the modeling tool, add Bone, bind them, and import them back to CC.
BUT,
Character Creator (Import FBX) -
1. CC Avatar(Standard)
: If I import with FbxKey, BlendShapes (Facial Motion) is activated, but Bone cannot be added.
If I add and import Bone to FBX itself, that Bone will not be activated in CC.
2. Humanoid(Non_Standard)
: As in the video, I can import and use Bone added to FBX, but cannot use the model's existing BlendShapes (Facial Motion).
Facial Motion is possible as a separate work, but there is no reason to use CC if such a series of additional work is required.
There is a need for a function that can use Facial Motion as it is and use additional Bone at the same time.
Alternatively, CC itself needs to create a function to add Bone.
Please let me know if there are any other solutions that already exist in CC.
Hi @강창수-z3l,
If you want to add custom bones to the clothing for your CC3+ character, it's recommended to skip the Transfer Skin Weight process. Instead, export the clothing as a prop to an external software, add the bone there, and then import it back into CC as a prop.
Since CC allows props to have bones, you can then attach the rigged clothing prop to the character's skeleton. At this point, the clothing will automatically convert from a prop to an accessory, which may be better suited to your needs.
For more information, watch the following video:
ua-cam.com/video/zBRhXQ4P2WI/v-deo.html
@@reallusion This is the answer I needed to add ponytail-like-braids to my character
@@reallusion The video you liked doesn't show the process you described, are you sure you linked the right video?
When I import my model I have to choose a profile then after choosing one there is no characterization option. I've tried all 3 profiles, non work. This is unacceptable that this program has been out for as long as it has and there are no updates on how to use it.
Same problem. It's making me crazy.
When you are presented with the option to select a profile, just click cancel. It will go ahead and import the character without assigning a profile, and automatically put you into characterization mode.
@@stephananemaatBless you
In the latest version of CC4 I get a Critical State Error message None Mesh Entity Detected when attempting to Asset Import through the Go B and the Blender Data Link and the CC Pipeline.
Hi @nu-beings,
Please make sure your mesh is selected prior to export. If you are still encountering a problem , please submit a feedback along with screenshots and/or screen recordings to your support team:
www.reallusion.com/CustomerSupport/User/FAQList.html
@@reallusion Yeah it's not working. I actually sent the character rigged with the new bones to Rampa.
Hey, when I export to Blender, all the bones get misaligned/rotated. How to avoid this ???
Will this mess up the cc rig for using facial wrinkles n all?
thank you brother , that was very useful infromation
I now want to bind bones to the clothing (such as the skirt) of my Character Creator 4 character, so that I can use Spring Bones in Unity to prevent the skirt from clipping into the character's thighs. Are there any tutorial videos on this? I've searched for quite some time but haven't found any. The modeling software I'm using is Blender.
I have the same problem.
It's time you thought about VR production. We need to navigate in iclone with a VR headset, you can do it using steamVR like UE
and also to export 3d 180° Stereoscopic video
do we still have to do this in blender?
Hi @salientfilm,
Standard skeletons can be applied your characters using CC. Or you can use AccuRIG to auto-rig your character models.
Charactermizing
courses.reallusion.com/home/character-creator/characterize?v=character-creator-4-tutorial-characterizing-humanoid-characters
AccuRIG
courses.reallusion.com/home/character-creator/characterize?v=character-creator-4-tutorial-advanced-accurig-in-character-creator-4
@@reallusion
The model loses all facial animation when I reimport it into CC4 from Blender.
Hi @SkyHandOneTen,
Under ""Facial Profile Editor > Edit Expressions"", you can easily save and load facial profiles. This allows you to save a custom profile before exporting your character and reload it whenever needed.
For more details, check out the video below:
ua-cam.com/video/oqGrtbwBlPA/v-deo.html
when i click to import the character after doing the extra bones it asks me whats the auto conversion profile. the rig was done in accurig, but i only get actor build, actor scan and ccg3. not sure which one to pick
This is an important question. I get the same results and no answers for how to solve this.
I tried to find solution to assign any bone I need to a spring effect on standard character. If I'm nor wrong, this great ability from IC7 no longer works in IC8 anymore. So you can't simulate character drifts on motobike etc.. Which means, that the 'greatest' animation software failed on a basic simulation function? Unbelievable..
CC3 is not supported anymore?
Reallusion maybe the worst company in the 3D creators industry. Their greed knows no boundaries. You have to pay to buy the software, then pay again for content, then you have to pay a third time to be able to use the content in a business setting. Because of their licensing.
??
You made my day.🤣🤣🤣
This isn't a program for the average but for professionals. and in a professional environment this is normal.
@@Jungbluth11 It's normal in a professional environment to get ripped off and be constantly told to use a free, multi-disciplinary open-source tool to do the things that your very expensive, very "specialized" product should do but doesn't?
Thanks for the comedy - at least now I know what hobbyists think the word "professional" means... 🤣😂🤣
very good idol
Thanks!
hey Reallusion, how to instal 3DXchange for iclone 8, do people still use 3DXchange or there is alternatif software, please someone tell!
You don't need it at all anymore.
Genesis 9 motion profiles please and thank you
It doesn't work
Why haven't you made a tutorial on creating non-CC characters from scratch? Most of your tutorials aren't about custom characters, but this topic is split across several videos, making it hard to follow. I've spent days on my custom character and still can't figure out why the face expressions aren't working in motion puppet tool. To be honest, most of your tutorials aren't beginner-friendly for those starting with iClone and Character Creator, especially since they don't start from scratch. it is so frustrating esspecially when your software is so expensive
Thank
I find cc4 to be really weak in managing the bones and specially in weight painting this process of skinning the tail should be automatic just like in blender with applying the bind with automatic weights this proves that cc4 is not intuitive at all
dificult than blender
So basically all is good if you use a regular normal human, but if you want/ need to add anything extra you need to use a real rigging software and do traditional rigging... wow.... just wow
高い割に使いづらい。