CC/iC Blender Tools 2.2.3
Github: | Product Page | Release Notes | |
Online Documentation: | Documentation | ||
Blender Auto Setup Add-on: | Release Version | ||
CC/iC Blender Pipeline Plug-in: | CC4 / iC8 Version | ||
CC3 Version |
Changelog
2.2.3
Blender Add-on
- Wrinkle map region strength controls added.
- Nose crease wrinkle maps added to Mouth_Smile_* expressions.
- Export Bake:
- Fixes and alpha fixes in Blender 4.3
- Iris Brightness adjustments removed when baking.
CC/iC Plug-in
- Corrected avatar type detection on importing characters, preventing facial profile restore.
2.2.2
Blender Add-on
- Teeth and tongue added to bone / expression drivers.
- Meta-rig bone alignment options added the Basic rig panel.
- DataLink pose functions no longer break expression drivers.
CC/iC Plug-in
- Facial expression drivers will only be used when bones control expressions in Blender (i.e. Rigify)
- When another instance of Blender connects to DataLink, the previous connection will be correctly terminated.
2.2.1
Blender Add-on
- Material and Lighting fixes for Blender 4.3
- When exporting or sending Rigified animations: IK stretch is now disabled in the rig.
- This should help with limb alignment problems on other platforms.
- Rigify Metarig bone rolls are aligned exactly to the CC/iC source bones now.
- This can be disabled in the preferences (or advanced settings) to use the original Metarig bone roll alignments.
- Datalink Send Avatar will ask to overwrite (or cancel transfer) any existing same character.
- Generic import option to disable auto-conversion of materials.
- Fix to import hanging when no characters in FBX.
- Rebuild drivers also rebuilds Rigify shape key drivers.
- Datalink transfer Sequence and Pose actions separately labelled “Sequence” and “Pose” no longer just “Datalink” for both.
- Operations that use object or mesh duplicates no longer duplicate the actions on the objects.
CC/iC Plug-in
- Plugin toolbar visibility can now be toggled.
- Datalink Receive Sequence will calculate facial expressions for the Eye look and Jaw open expressions based on the bone rotations.
- Datalink send motion will use correct project FPS.
2.2.0 (2.1.11)
Blender Add-on
- Character Management functions - CCiC Create > Character Management:
- Transfer weights supports split body meshes.
- Voxel head diffuse skinning (if installed) button for selected character meshes.
- Clean Empty Data: Removes empty shape keys and empty vertex groups from the character meshes.
- Blend Body Weights: Blends body vertex weights with existing vertex weights on selected objects based on distance from the surface of the body, to correct vertex weighting for clothing items that don’t conform correctly to the body, e.g. from Voxel Heat Diffusion weights or from Daz original weights.
- New scene presets added:
- scene view transform and world background strength controls added.
CC/iC Plug-in
- Fix to motion exports not using project FPS.
- Fix to datalink not detecting MD Props on send.
- Default datalink path changed to user documents folder.
2.1.10
Blender Add-on
- Sets up Rigidbody physics when appending a character from another library blend file via the Append button in the import panel.
- Note: Rigidbody physics does not work with linked character overrides.
- Export non-standard character fix.
- Support for split meshes when exporting, rebuilding materials, physics & rigging:
- Any mesh separated or duplicated from a source character mesh will be considered part of the character and an extension of that object.
- For split body meshes, the mesh with the head will be used as the source for facial expression drivers and wrinkle map drivers.
- Note: Split body meshes will not import back into CC4 as standard CC3+ characters.
- Added buttons to rebuild and to remove just the expression and bone drivers to the Character Build Settings panel.
CC/iC Plug-in
- Support for exporting MDProps.
- Update materials through the datalink will use exact name matching and will no longer update materials on partial name matches.
Legacy Threads:
Blender Auto Setup
CC3 to Blender and back. Round trip editing