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