Checksum file

Hi,

I am trying to replace the current base mesh in Character Creator with one I altered in Zbrush… I’ve had to manipulate the tpose as my character does not have a face, and only 4 fingers.

Upon replacing the mesh from Zbrush back to Character Creator through GoZ, there ends up being 2 meshes… Research tells me it’s because I altered the tpose version too much (deleting face/finger) so I need to replace the mesh…

But, when trying to do that… I need a checksum file to go with the obj, which Zbrush does not create…

I don’t understand how to create this file needed? I can generate one by exporting the base file from Character Creator, but that can’t be the one I need, because when I use it, I get a pop up saying the file is corrupted… Trying to import the modified obj into a new file in Character Creator and export it, does not generate a checksum file either.

I do not know how to continue working through the Character Creator pipeline past this part so I can still have detail updates and animations working…

Any help is appreciated.
ty

Hi shamazindustries,

If you want to maintain the CC object type, you cannot alter the number of faces and vertices. Could you kindly screen record your workflow, or provide us your CC & ZB files for us to check. Alternatively, screenshots would also work; we mainly need to see what it looks like on the CC side, the subtool structure on the ZB side, and whether the naming and polygon counts match. You may send it to winnerhung@reallusion.com or send us a drive link

Thanks

Hi Checksum,

I am not sure if you have replied to Winner previously and solved your problem. From my end, we do have a showcase article mentioning how to reduce the character’s finger precisely. Please check the following article :wink:

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Thanks very much! I will look into this!

I’ve been away for work and haven’t been able to return to this yet!

Thank you very much for reaching out!

Apologies for late reply - Been away for work and only returning now!

Yes - I was 100% changing the amount of faces and altering the mesh. Upon further research, my plan is to make the base mesh of what I need and import that into CC and then create a rig from that - then doing the same pipeline as if starting with the CC base.

That should work I’m guessing?

Thanks again!
Cheers

1 Like

(Not sure if I replied to you, or just posted - wanted to make sure you saw this)

Thanks very much for linking this! I will for sure look through it - I’ve been away on business up until now - jumping back in!

Thanks again!
Cheers

Hi shamazindustries,

That should work fine, as long as your sculpt does not differ too drastically from the base model. For example, creating a four-fingered character is acceptable if it is sculpted from the original model and Character Creator can still recognize the fifth finger’s underlying structure. However, completely removing the fifth finger may cause issues.

Regards,