CC/iC Unity Tools 2.1.1
Watch tutorial → CC/iC Unity Pipeline Tools 2.1.0 Installation
Changelog
2.1.1
- Unity 6.3 fixes.
- Import blendshape normals set to calculate by default.
- Eye shader limbus adjusted to be more accurate to CC/iC eyes.
- Eyelash and Brows shadow and reflection fixes.
- Bone driver script added.
- For exports with bone/expression data (CC4.63 / CC5.0+).
- Script will drive face bones from the facial expression blendshapes on the body mesh.
- Script will also copy facial expression blendshapes from the body to other relevant meshes.
- Facial expression blendshapes need only target the body and driver script takes care of the rest.
- Optional expression strength controls.
- Animations retargeted to characters with active bone driver scripts have the driven blendshapes and bones stripped from the animation, significantly reducing size and improving playback performance.
2.1.1
- Re-link function added.
- Send motions allowed when character not present in Unity.
- Camera switch data fix to camera exports.
- Frame Rate export options added.
1 Like
Hello, I would like to do a change clothing system in Unity.
Because there is a hidden mesh tool in CC4
But it is not available in Unity, so the clothing components are not compatible with the body.
What shall I do? Do you have a good solution?
Does it take several weeks to answer a question?
Thanks for waiting. I apologize for not responding sooner.
To ensure we point you toward the correct solution, could you clarify some quick details about your system?
Are you building a system where:
A) The character changes their entire look at once? (e.g., swapping from a full “Soldier” prefab to a full “Civilian” prefab).
B)The player can equip individual items piece-by-piece? (e.g., taking off just a helmet, or swapping pants while keeping the same shirt).
Once we have these details, we can recommend the best workflow for your project.
It is aimed at the clothing in CC4.
Change of top, pants, and shoes.
What shall I do?
Thanks for clarifying your needs. Here is the recommended workflow:
Regarding the Hide Body Mesh Tool in CC4: This is a unique feature specific to Character Creator, and its settings do not export directly to Unity as a runtime system.
You might see an option to ‘Delete Hidden Mesh’ during export, but we do not recommend this for your specific project. If you delete the mesh for a specific outfit, you will likely have missing geometry (holes in the body) when you try to swap to a different, smaller piece of clothing later.
Instead, we suggest using Body Opacity Maps in your Unity system. You can simply swap these maps at runtime when changing clothes to hide the necessary body parts dynamically.
Hopefully, these give you a good direction. Good luck with your project!
@Victor.Soupday The Unity plugin is unusable.
I get numerous errors in the editor when in the CCi/iC importer screen.
GUI Error: Invalid GUILayout state in ImporterWindow view. Verify that all layout Begin/End calls match
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
NullReferenceException: Object reference not set to an instance of an object
Reallusion.Import.ImporterWindow.OnGUITreeViewArea (UnityEngine.Rect treeviewBlock) (at C:/Users/greg/Downloads/CCiC-Unity-Tools-2.2.0/CCiC-Unity-Tools-2.2.0/Editor/ImporterWindow.cs:1276)
Reallusion.Import.ImporterWindow.ImporterOnGUI (UnityEngine.Rect contentRect) (at C:/Users/greg/Downloads/CCiC-Unity-Tools-2.2.0/CCiC-Unity-Tools-2.2.0/Editor/ImporterWindow.cs:670)
Reallusion.Import.ImporterWindow.OnGUI () (at C:/Users/greg/Downloads/CCiC-Unity-Tools-2.2.0/CCiC-Unity-Tools-2.2.0/Editor/ImporterWindow.cs:515)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition) (at :0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect dockAreaRect) (at :0)
UnityEditor.DockArea.OldOnGUI () (at :0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <5c2380b11c444983ac3ffcbc73d04ba8>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
I have tried both Unity 6.0 and Unity 6.3 in URP, no difference, on different/new projects.
I have followed the installation instructions and installed the package from disk.
I am using version 2.2.0 of the package.
I can’t reproduce this error, and yet, you have the latest version and it’s installed correctly.
The errors all seem to stem from character tree view being missing. Which really shouldn’t happen. And once an error happens in GUI code it spams you with subsequent errors, but it’s the very first error that causes it all.
Is there something about the character fbx that’s causing the tree view to fail?
Does it cause this error with a stock character like Kevin/Camila/Aaron/Ariana/Mila/Eddie etc? They should all work. That would be a place to start.
@Victor.Soupday I have issues making CC3+/CC5 characters work with the Unity Pipeline Plugin 2.1.0 and 2.2.0. During any animation, especially face animations like " Range Of Expression" from Reallusion, the eyeball of the characters would fall out or the mouth would open extremley wide.This currently happens to all characters that I try to make work in Unity with the plugin. The Facial Profiles are all done and I notice nothing wrong in Character Creator.
The latest version of CC5 is exporting way too much bone data for the expression constraints for HD facial profiles, causing the bone drivers to over do it. For now you’ll need to uncheck: Use constraints in the Features before building the character.
Eyeballs popping out is a symptom of exporting with Convert Skinned Expressions to Morphs. If you’re using this export setting, you need to remove the eye and jaw bones from the character’s avatar. Even then Skinned Expressions to Morphs makes a real mess of the animations. I don’t advise using it as the only real reason for it was to make it look like the expression blend shapes moved the bones, but bone drivers take care of that now.
Hey @Victor.Soupday , can I currently safely export Characters to Unity using Unity DataLink? Or is it advised to Export->FBX->Clothed Character?