I don’t suppose you can get it to elaborate on that error?
WebGPU is very strict about it’s textures. Last I looked it was also quite seriously limited in the number of textures it can use per material.
The skin shaders use the most textures of all, so if you’re hitting texture limits, that would do it. You may have to turn off wrinkle maps and / or bake the character materials to reduce the texture load.
I tried to import CC5 Characters into Unity with the current version, but it doesnt seem to work. The facial animations look wrong. The eyeballs and eyelashes wont stay in the correct position. This didnt happen with CC4 characters
Certain settings, such as Convert Skinned Expressions to Morphs, cause major problems with animations, usually eyes drifting and popping out. Particularly with external animations from another character.
May I ask if exporting CC4 to Unity is compatible with UMA?
What should I do?
I will first export to Blender and then drag it into Unity, but how should I convert the material?
After importing my character to an empty scene from CC5 everytime I try to open the scene in playmode in fullscreen it gives this error: Invalid editor window of type: Reallusion.Import.UnityLinkManagerWindow, title: Reallusion.Import.UnityLinkManagerWindow UnityEditor.EditorApplicationLayout:SetPlaymodeLayout() ?
I can only solve it by changing to a different Layout eg. Window/Layouts/Default
Also I closed and then later opened CC5 again and wanted to import just a facial mocap clip motion to Unity and it imported the whole character again with all the textures and materials when I pressed “Send Motion”? Is there way to just send motion clips to Unity + decide the motion’s frame rate and range? The file sizes for even small clips are Huge! I just need the blendshape animation (and head & eyes) but it had keyframes for every bodypart!
Also, if a character doesn’t have a beard or brows, does that mean their facial animation clip can’t be retargeted to a character that does, since it doesn’t include the blendshape keyframes for the beard and brows?
Having hundreds of the same exact face blendshape keyframes for tearline, brows&beard on the same animation seems like huge waste.
Maybe there’s some way to not include them in the anim file, and some script that updates the others’ blendshapes to be exact same as the face/body skinned renderer?
(Which is what I presume CC5 and Iclone does when playing facial animation)
In the Realillusion Unreal tools there is way to export Metahuman facial animation as .csv file that one can import INTO CC5/Iclone8
So would it possible to export just facial animation FROM CC5/Iclone8 as .csv file TO Unity?
And then the tool would turn the facialAnimation.csv into Unity animation clip that just has blendshapes (& head rotation) keyframes?
Don’t know how to solve the retargeting though, maybe options to generate or not the beard&brow blendshape keyframes also in the animation clip? Option to not include tearline blendshapes especially would be nice
Also importing a Game Base character always comes in without subdivisions using the data link even if smooth mesh is checked on the body mesh and “SubD Current” or “SubD 1” is selected in data link settings
But it doesn’t extract select parts of the animation clip.
Whilst converting a CSV file to unity animation clips wouldn’t be that difficult. Getting the CSV file from iClone is the problem there, as there is no standard exporter for that, that would need a custom exporter.
Edit: Though thinking about it, if was just the blend shapes, that would be easy enough, but if you want to include bones: bones need an avatar to generate mechanim compatible animation clips. Which really complicates things.
It would be easier to have a system that just exports the full motion from iClone and then in Unity extracts the wanted parts of the clip and delete’s the rest, leaving just one extracted animation clip. That clip can then be used to retarget to any character.
I’ve not really looked at UMA, so I don’t know. But if you’re sending to Blender first using the pipeline, you can use the pipeline export function from Blender to Unity, and the Unity pipeline should recognize it.
To do that you must remap the bones in the clothing object’s skinned mesh renderer to the new character skeleton. That must be done via script, as the bone list is hidden in the inspector.
Maybe something along the lines of:
(I’ve not used it, but that’s the sort of thing you’re looking for.)
Is sending just motion possible in the current version of the Datalink without exporting a whole character with all the textures first? After that it works, but I need to import new motions for the characters I imported earlier. I tried matching the LinkID’s of an already imported character but it didn’t work
The send logic is fixed there. If there is no matching character it will just drop the motion fbx into the DataLink files. You will need to configure it as Humanoid animation type as since there is no matching character it doesn’t quite know what to do with it.