Hey guys, I was following this tutorial from @4u2ges
[Merge CC Head with Any Humanoid Body *forum.reallusion.com/525237/Group32*aspx
When I try to import facial expressions and the key, I get an error ‘source and target polycount or mesh name do not match the following items cc_base_body’
While loading a texture back you selected Boxers mesh. Got to select RootNode object because that is where you saved a texture from.
You picked up wrong fbx key while loading blendshapes. You have to use the key generated while exporting original CC3+ character. In your case it was RedSkull_Face
Also, in Blender, before export, make sure you still have blendshapes sequence at the timeline. Scroll through to the frame 180 or so and see if they’re correctly applying to the face.
If you still have problems, send me your resulted CC3+ and Humanoid characters and I will join them.
Heyy @4u2ges , MMmm… Yep I only have the one key. RedSkull_Face.fbxkey
Appreciate your assistance. This is a really awesome method, and I would like to learn to correctly do this myself as I have other models I would want to work on.
I will give it a few more attempts, if I do not win, will share the files I have.
-EDIT- Thank you for pointing out to check the Blender animation. I just realized, I had been importing the head model without animation into Blender
-EDIT2- This is awesome… Got the face animation working. However the eyes are still messed up. I did select the Rootnode object.
The mouth also is a bit off, however I think I need to fix that in photoshop
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Eyes are off (and all other face morphs related to blend-shapes movement with bones), because you moved the mesh in edit mode which made it out of sync with face rig. You should not be moving/adjusting anything much on CC character in Blender other than deleting unnecessary parts and maybe sculpting a bit at the neck area for the match.
If the head does not match the body, try to morphs CC3+ character in CC to match the Humanoid body by Z. You may import Humanoid as a prop into CC and morphs CC character height for the match. And do it before you export CC3+ character from CC with face sequence.
And for X and Y position, you may move Humanoid body around just before you joined it with CC body in Blender. And check every morph at the timeline for correct face/eyes deformation before the export from Blender.
It takes a while to get a complete understanding of every step you take. And every other case might require a slightly different approach.