【Official】 Blender Auto Setup

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

3 Likes

seems like GoB has not been working in a stable fashion with Blender 4.2, namely importing modified meshes (without topo changes) is anyone else having this problem?

It seems like in one of the recent updates something with finger joint rotation related to rigify went wrong. When the rigifiy rig is created,the widget which control then finger bent is oriented 90 degrees off and the fingers bend sideways. My older imports work fine. Adjusting the rig before applying rigify creates wrong imports of poses and motions. (I’am using Blender 4.3) I noticed it just recently.

@Victor.Soupday

Good afternoon Victor!
I’d like to ask a question. I am having a problem after transferring my character from Blender Data Link (Ver. 4.3.2) to the CC pipeline (Ver. 2.2.3). When I try to generate the rigify in advanced mode, it displays the following error:

“Rigify Incomplete! Face rig weighting Failed!. See console log.”

Do you have any solution for this problem?
Thank you for your work!

It means Blender couldn’t generate vertex weights for the full face rig on the body mesh. Sometimes Blender just doesn’t like the body mesh and the auto-weighting fails, especially if delete hidden faces was used in the export.

Hello Victor! First of all, thanks for your amazing job here with both blender and Unity! Right now rigify drives only the eyes, jaw and head tilt/turn CC4 shape keys, and the others are controlled by sliders, which is inconvenient to work with. Also eyeocclusion mesh weight paint tends to be broken both with heat and voxel skinning. Any chance seeing a face puppet utilizing RL shape key system, like in the UE pipeline (or FACEIT blender addon for a reference)?

This works also in blender 3.3.0 and 4.0 too :slight_smile:

Hey Victor, in the latest 2.2.3 and 2.2.4 I am getting an error trying to Convert any object materials with CC/IC Link.
Using Blender 4.1

AttributeError: 'Material' object has no attribute 'use_raytrace_refraction'

No error if I revert back to 2.1.11

That’s because it’s really use_screen_refraction in B4.1, but the UI says it’s raytraced refraction… Tricksy Blender devs.

Pushed the fixes to 2.2.5 main.

Thanks for quick response!

Whups, I broke the Rigify code in that push, might want to get that again.

(Fortunately it broke it right at the end, so it didn’t really matter that much)

1 Like

Hey Victor, a couple of pipeline versions back I was able to assign a DHS material from imported character to a prop in Blender and successfully send it to CC/IC.
It stopped doing that with the latest version. If I try to force DHS with .json, I get an error.
Have you changed something on your end or is that RL closing loopholes? :upside_down_face:

It sure technically possible, but for whatever reason RL puts so much limitations within their own ecosystem which is beyond ridicules. :slightly_frowning_face:

Nothing I’m doing on my end.

It tries to set the shader from the json, then checks to see if CC4 actually set it and prints an error if it didn’t.

OK, here is a little story. A couple of months back I had pipeline imported CC3+ character at the scene in Blender. I then applied a cube and assigned body material to it, converted and sent to IC with DataLink. To my surprise it did inherit body DHS. It would say Digital Human Hair material type in iClone, but it was actually Digital Human Skin type (BTW, I am doing it successfully with Cloth via pipeline for a while and it still works).

At the time I did not have much time to play with it further, but now I cannot replicate that at all with props. Leaving aside errors in direct import to CC4, here is what I am trying to do via DataLink to iClone. Two problems: assigned DHS material does not go through (I think it’s not getting written to json) and also I cannot make the animation to cross over to iClone.

Please take a look at this. Maybe I am doing something wrong. You’d have better idea.
(BTW - the whole idea to use a prop as oppose to character, is ability to scale at the timeline)

I sort of figured how to handle second issue and retain original animation compatibility for rigged props.
Basically the top bones hierarchy must have the same structure and preserved naming convention.

OK, I got my first Character -Prop with DHS finally. Here is what I did…

Loaded CC3+ character to CC
Loaded Prop Copy of the same character and attached it to HIP bone (disabled all translate inheritance)
Renamed all meshes for the prop (this must be done to prevent duplicate mesh names mess).
Renamed all body related materials for the prop (If names are not changed, DHS would not apply at the end).
DataLink it to Blender.
Reassigned all materials for all prop meshed to the respective material from parent CC3+ character.
DataLink it back to CC
Detached prop from character, loaded saved motion. If I had it in T-pose I could’ve also convert it to the Humanoid and retain DHS shaders.

I have attached 2 projects for reference. One is with Rig (prop is attached to character with all meshes\materials renamed) and another one the resulted prop.
Maybe it will give you an idea how to facilitate the routine.

But I would have to reiterate for the RL… We should not be going though all those trouble just to get basic shaders transfer from one object to another.