Giter Club home page Giter Club logo

cc_blender_tools's People

Contributors

grascm avatar lukeyurl avatar soupday avatar stephankellermayr avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

cc_blender_tools's Issues

Anyone has problems with wrinkles not showing in the blender I have the solution

It was caused by the glitch of CC itself which has a quite long story and it is still not being fixed yet
Anyone with problems showing wrinkles in blender, go export a CC default character Camila or Kevin via this addon and it will generate a fbxkey file, use this fbxkey file to import your customized character FBX file to do a "laundry" and your problem is gone. and don't forget to auto-adjusting the bone in CC to fix this laundry's side effects.

And most glitches in CC like IC exporting errors can be fixed by this laundry.

Color changes are not imported

Hi everyone, I have noticed that e.g. color adjustments of skin or hair in CC3 (Material tab -> Material Settings -> Diffuse Color) are not transferred to Blender. I have to change the color in the material in Blender via Mix RGB Node afterwards. Maybe I did something wrong in CC3? Or is this a missing feature?

Bones are not correctly assigned in SkinnedMeshRenderers when exporting to Unity

I have a case in which I import a character from CC4 to Blender and I separate arms and head in different objects. This a common scenario to create first person characters. When I export to Unity from Blender, the bones in the SkinnedMeshRenderers are always assigned to the root bone, which is incorrect. The main problem caused by this behaviour is that Unity will cull the separated objects during animations as the bounds of the objects will not move with the correct bones.

The issue can be reproduced by exporting a character to Unity from CC4 and comparing the resulting SkinnedMeshRenderers to the ones produced by exporting the same character from the Blender add-on.

As a workaround, the option "Always Animate" can be enabled for the Animator component. However, activating it has an effect on performance in Unity as the bound of each object have to be recalculated every frame.

Regards.

CC4 Jaw open or V_Open don't work

In Blender, Jaw open and Viseme V_Open don't work:

cc4_v_open_blender

This is how it should be in CC4:
cc4_v_open_cc4

Reason:
In CC4, Facial morph "Jaw Open" and Viseme morph "V_Open" are not just a morph, it is a driver which combines a morph and rotation of Jaw_Root bone.

But after export cc4 character into fbx, this driver is gonna. So, if we import this fbx into blender or any other 3d tool, shape key "Jaw Open" and "V_Open" is no longer a driver, so it won't rotate the Jaw_Root bone, and mouth won't open.

Solution:
In Daz to Blender's bridge addon, it offers 2 kind of solutions for something like this:

  • Addon create a new shape key with python expression in it, so this new shape key is actually a driver, which can set multiple shape keys and bone rotations.

  • Or, addon panel has a new section for all morphs, all sliders in this section are drivers. User no longer adjusts shape key on body mesh, only use these drivers on addon panel for morphs.

To handle mouth open for CC4, I think this addon need to do something similar, or ask Reallusion converts all those "mouth open" drivers into a real morph when exporting to fbx.

PS: Brow shape keys have the same issue.

Error: "Failed to load the File" with CC4 Transformer Daz character

I can successfully use the plug-in on a standard, CC4 character e.g. Kevin that I've "round-tripped" from CC4 to Blender and then back to CC4 when using the CC4 Menu/PlugIns/Blender Pipeline/ Import character from Blender.

However, my character is a Genesis 8 character imported into CC4 via the Transformer which was then modified in CC4, exported to Blender from CC4 using all the recommended Blender export settings (mesh, no embed, etc); imported into Blender via your CC/iC Pipeline tool (import character, etc) - then exported using the "Export to CC3/4" button.

When I goto round-trip back to CC4 via using the PlugIns/Blender Pipeline/ Import character from Blender - then click "Import Character" button, then click "OK" on the next "Create Assets(s) dialog - it starts to load the FBX file and then I get the error "Failed to load the File".

image

Using a Windows 10 PC; CC4; Blender 3.1.2

Thank you for creating this amazing PlugIn :0).

options are grayed out

hello this is to inform that options are grayed out in latest version of blender

the options grayed are:
import morph
import accessory

when i try to import fbx shen clicking on import character i get many error messages

Import of character animations with !=60fps does not work as expected

If a character with animations is loaded into an existing project that is built with a frame rate other than 60fps, it is always automatically switched to 60fps.
Even if the FBX file was exported from CC with 25fps, this value is ignored and the project is overwritten with 60fps.
This is especially problematic in a scene with existing Alembic and other objects.

When importing FBX files exported with iClone it works fine, only with files exported with Character Creator it does not work.

UV mirroring setting is lost

Again, thanks for the plugin, it's amazing.

For some reason a lot of our textures end up with a V mirror. Importing as fbx honors this and inserts a vector transform node on the uv, sadly this is lost when importing through this plugin.

Hair physics not working

Hi, I really like this add-on and I'm impressed with how well it works!
However, the hair physics just don't work. I tried everything. I choose to automatically generate physics when importing the character. Everything looks fine. But as soon as I start playing the animation the hair doesn't move (like there are no physics at all). Baking the physics in Blender has no effect. However, the hair physics works in iClone7 as intended. Baking the physics in iClone makes also no difference. Using different hairstyles also doesn't solve this issue. I use Blender 2.93.4 and iClone 7.92. This add-on is already up-to-date.
Did I perhaps miss something?

wrinkle strength settings are not migrate to blender

I have shut down the forehead wrinkles setting entirely in CC and IC, but in blender, it still appears and at 100% strength, I have to replace the wrinkle texture #1 and #3 with the standard face diffuse in the shader to turn the forehead wrinkle off, maybe it's better to have a wrinkle setting control in blender addon.

wrinkles not show up form IC 8.2 FBX

import the FBX form ICLONE 8.2 and the wrinkles did not show up and the eye material got the wrong SSS setting which makes the eyes look black like they have been cursed
20230228_014402

Issue about import obj

Thanks for your great work!
When I run "bpy.ops.cc3.importer(param="IMPORT_QUALITY")" in python script, blender crash.(It is fine by click on UI:"import Character")
here are the error message:
Info: Importing Character, please wait for import to finish and materials to build... Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FFB08DB6945 Module : python37.dll Thread : 000006c4 Writing: C:\Users\admin\AppData\Local\Temp\imp_render_model.crash.txt
blender 2.91.0
Can you tell me the way to import model through the addon with python script? thx a lot!

rigify the character

When i press on rigify the characters rig controlls doesnt seem to get in place. just above the character
Skärmbild 2022-12-25 184538

EyeClose utitlity not working

Hey there,

first of all thanks @soupday for the great addon. Quite an enabler for us.

I have an issue with the "Eye Close" slider. It seems to have no effect.
image

The "Open Mouth" slider works great.

Could this be an issue resulting from an export from CC4 that is missing something or is this a general issue?

Issue with Hair

I've tried the latest version of cc3_blender_tools and I am blown away with what you've done. I hardly have to adjust any of the materials after import. Truly stunning.

I do however have an issue with most of the hair I import. I've tried setting the material to Hashed but I'm still having issues in Cycles Render. I've attached a screen shot of my Material Preview, Render Preview and an actual render in Cycles.

Please let me know if you have any idea what is causing the issue or if you can tell me how to adjust the materials to fixe the issue.

Previews

Importing Character psy issue

Hi.
Trying to import a character from iclone 7.92 into blender 2.93; and encounter error message: included.
cc3 error import character message
Would love some advice about how to solve this.
Many thanks
Shimon

options are grayed out

hello this is to inform that options are grayed out in latest version of blender

the options grayed are:
import morph
import accessory
export to cc3

when i try to import fbx shen clicking on import character i get many error messages

Foot jittering in exported FBX

This problem, the same as here, is fixing with Simplify parameter in a standard FBX exporter, but there is no such paramerer in CCic blender plugin :(

Bug: Bone Location unit is still in cm

In pose mode, change location of root bones like CC_Base_BoneRoot or CC_Base_Hip to like 100 meters.
It just moves 1 meter, but it displayed as 100m in the panel.

So, bone's location unit is still in cm, which should be meter in blender.

In Object mode, move the whole armature is ok though.

After apply all transform on armature in Object mode, this issue is gone.

So, it must forget to do the apply job in script.

Error on "Rebuild basic materials"

Hello,

I have an error when I want to rebuild basic materials from CC model imported in Blender:

  • I use Blender 3.3.0 and Character Creator 4 on PC Windows 10.
  • I export the FBX model from CC4 using all recommended parameter from tutorial (Blender preset, no embed texture, etc)
  • In Blender, I use the addon to import the CC FBX model, which works fine. However, defaults material are "advanced" node setup, which I don't want. I would like to use "basic" setup.
  • I select "Basic" then rebuild => Error (see attached screenshot).

Could you please have a look and correct if this is a bug in the addon?

Error rebuild material

Rigify Setup

I don't think the rig is being setup properly. The Arms are stretching and doing funny things and none of the other components seem to be working properly...the heads coming off leaving the teeth behind...the pelvis is rotating with the FK leg components but leaving the legs behind

image

Cannot rigify character converted to "Game Base" in CC3

The main reason for this error is that game base character contains simplified armature. And addon always expect full armature.

Steps to reproduce:

  1. Press "Convert to Game base" button in CC3
  2. Press "Import Character" button in CC3 addon for blender.
  3. After succcessfull import press "Rigify" button in CC3 addon for blender.

Error logs in console window:

Beginning Rigify Process:
-------------------------
Generating Meta-Rig:
   Meta-Rig added.
   Removing face bones from Meta-Rig.
   Adding custom basic face bones to Meta-Rig.
      Adding bone: face
      Parenting bone: face to spine.006
      Adding bone: eye.L
      Parenting bone: eye.L to face
      Adding bone: eye.R
      Parenting bone: eye.R to face
      Adding bone: jaw
      Parenting bone: jaw to face
      Adding bone: teeth.T
      Parenting bone: teeth.T to face
      Adding bone: teeth.B
      Parenting bone: teeth.B to jaw
      Adding bone: tongue
      Parenting bone: tongue to jaw
      Adding bone: tongue.001
      Parenting bone: tongue.001 to tongue
      Adding bone: tongue.002
      Parenting bone: tongue.002 to tongue.001
   Aligning Meta-Rig.
      Mapping: spine from: CC_Base_Hip/
Error: source head bone: CC_Base_Hip not found!
      Mapping: spine.001 from: CC_Base_Waist/
Error: source head bone: CC_Base_Waist not found!
      Mapping: spine.002 from: CC_Base_Spine01/
Error: source head bone: CC_Base_Spine01 not found!
      Mapping: spine.003 from: CC_Base_Spine02/-CC_Base_NeckTwist01
Error: source head bone: CC_Base_Spine02 not found!
Error: source tail bone: CC_Base_NeckTwist01 not found!
      Mapping: spine.004 from: CC_Base_NeckTwist01/
Error: source head bone: CC_Base_NeckTwist01 not found!
      Mapping: spine.005 from: CC_Base_NeckTwist02/
Error: source head bone: CC_Base_NeckTwist02 not found!
      Mapping: spine.006 from: CC_Base_Head/CC_Base_Head
Error: source head bone: CC_Base_Head not found!
Error: source tail bone: CC_Base_Head not found!
      Mapping: face from: CC_Base_FacialBone/CC_Base_FacialBone
      Mapping: pelvis from: CC_Base_Pelvis/CC_Base_Pelvis
Error: source head bone: CC_Base_Pelvis not found!
Error: source tail bone: CC_Base_Pelvis not found!
      Mapping: breast.L from: CC_Base_L_Breast/CC_Base_L_Breast
Error: source head bone: CC_Base_L_Breast not found!
Error: source tail bone: CC_Base_L_Breast not found!
      Mapping: breast.R from: CC_Base_R_Breast/CC_Base_R_Breast
Error: source head bone: CC_Base_R_Breast not found!
Error: source tail bone: CC_Base_R_Breast not found!
      Mapping: thigh.L from: CC_Base_L_Thigh/
Error: source head bone: CC_Base_L_Thigh not found!
      Mapping: shin.L from: CC_Base_L_Calf/
Error: source head bone: CC_Base_L_Calf not found!
      Mapping: foot.L from: CC_Base_L_Foot/
Error: source head bone: CC_Base_L_Foot not found!
      Mapping: toe.L from: CC_Base_L_ToeBase/CC_Base_L_ToeBase
Error: source head bone: CC_Base_L_ToeBase not found!
Error: source tail bone: CC_Base_L_ToeBase not found!
      Mapping: shoulder.L from: CC_Base_L_Clavicle/CC_Base_L_Clavicle
Error: source head bone: CC_Base_L_Clavicle not found!
Error: source tail bone: CC_Base_L_Clavicle not found!
      Mapping: upper_arm.L from: CC_Base_L_Upperarm/
Error: source head bone: CC_Base_L_Upperarm not found!
      Mapping: forearm.L from: CC_Base_L_Forearm/
Error: source head bone: CC_Base_L_Forearm not found!
      Mapping: hand.L from: CC_Base_L_Hand/CC_Base_L_Hand
Error: source head bone: CC_Base_L_Hand not found!
Error: source tail bone: CC_Base_L_Hand not found!
      Mapping: palm.01.L from: CC_Base_L_Hand/-CC_Base_L_Index1
Error: source head bone: CC_Base_L_Hand not found!
Error: source tail bone: CC_Base_L_Index1 not found!
      Mapping: palm.02.L from: CC_Base_L_Hand/-CC_Base_L_Mid1
Error: source head bone: CC_Base_L_Hand not found!
Error: source tail bone: CC_Base_L_Mid1 not found!
      Mapping: palm.03.L from: CC_Base_L_Hand/-CC_Base_L_Ring1
Error: source head bone: CC_Base_L_Hand not found!
Error: source tail bone: CC_Base_L_Ring1 not found!
      Mapping: palm.04.L from: CC_Base_L_Hand/-CC_Base_L_Pinky1
Error: source head bone: CC_Base_L_Hand not found!
Error: source tail bone: CC_Base_L_Pinky1 not found!
      Mapping: thumb.01.L from: CC_Base_L_Thumb1/
Error: source head bone: CC_Base_L_Thumb1 not found!
      Mapping: f_index.01.L from: CC_Base_L_Index1/
Error: source head bone: CC_Base_L_Index1 not found!
      Mapping: f_middle.01.L from: CC_Base_L_Mid1/
Error: source head bone: CC_Base_L_Mid1 not found!
      Mapping: f_ring.01.L from: CC_Base_L_Ring1/
Error: source head bone: CC_Base_L_Ring1 not found!
      Mapping: f_pinky.01.L from: CC_Base_L_Pinky1/
Error: source head bone: CC_Base_L_Pinky1 not found!
      Mapping: thumb.02.L from: CC_Base_L_Thumb2/
Error: source head bone: CC_Base_L_Thumb2 not found!
      Mapping: f_index.02.L from: CC_Base_L_Index2/
Error: source head bone: CC_Base_L_Index2 not found!
      Mapping: f_middle.02.L from: CC_Base_L_Mid2/
Error: source head bone: CC_Base_L_Mid2 not found!
      Mapping: f_ring.02.L from: CC_Base_L_Ring2/
Error: source head bone: CC_Base_L_Ring2 not found!
      Mapping: f_pinky.02.L from: CC_Base_L_Pinky2/
Error: source head bone: CC_Base_L_Pinky2 not found!
      Mapping: thumb.03.L from: CC_Base_L_Thumb3/CC_Base_L_Thumb3
Error: source head bone: CC_Base_L_Thumb3 not found!
Error: source tail bone: CC_Base_L_Thumb3 not found!
      Mapping: f_index.03.L from: CC_Base_L_Index3/CC_Base_L_Index3
Error: source head bone: CC_Base_L_Index3 not found!
Error: source tail bone: CC_Base_L_Index3 not found!
      Mapping: f_middle.03.L from: CC_Base_L_Mid3/CC_Base_L_Mid3
Error: source head bone: CC_Base_L_Mid3 not found!
Error: source tail bone: CC_Base_L_Mid3 not found!
      Mapping: f_ring.03.L from: CC_Base_L_Ring3/CC_Base_L_Ring3
Error: source head bone: CC_Base_L_Ring3 not found!
Error: source tail bone: CC_Base_L_Ring3 not found!
      Mapping: f_pinky.03.L from: CC_Base_L_Pinky3/CC_Base_L_Pinky3
Error: source head bone: CC_Base_L_Pinky3 not found!
Error: source tail bone: CC_Base_L_Pinky3 not found!
      Mapping: thigh.R from: CC_Base_R_Thigh/
Error: source head bone: CC_Base_R_Thigh not found!
      Mapping: shin.R from: CC_Base_R_Calf/
Error: source head bone: CC_Base_R_Calf not found!
      Mapping: foot.R from: CC_Base_R_Foot/
Error: source head bone: CC_Base_R_Foot not found!
      Mapping: toe.R from: CC_Base_R_ToeBase/CC_Base_R_ToeBase
Error: source head bone: CC_Base_R_ToeBase not found!
Error: source tail bone: CC_Base_R_ToeBase not found!
      Mapping: shoulder.R from: CC_Base_R_Clavicle/CC_Base_R_Clavicle
Error: source head bone: CC_Base_R_Clavicle not found!
Error: source tail bone: CC_Base_R_Clavicle not found!
      Mapping: upper_arm.R from: CC_Base_R_Upperarm/
Error: source head bone: CC_Base_R_Upperarm not found!
      Mapping: forearm.R from: CC_Base_R_Forearm/
Error: source head bone: CC_Base_R_Forearm not found!
      Mapping: hand.R from: CC_Base_R_Hand/CC_Base_R_Hand
Error: source head bone: CC_Base_R_Hand not found!
Error: source tail bone: CC_Base_R_Hand not found!
      Mapping: palm.01.R from: CC_Base_R_Hand/-CC_Base_R_Index1
Error: source head bone: CC_Base_R_Hand not found!
Error: source tail bone: CC_Base_R_Index1 not found!
      Mapping: palm.02.R from: CC_Base_R_Hand/-CC_Base_R_Mid1
Error: source head bone: CC_Base_R_Hand not found!
Error: source tail bone: CC_Base_R_Mid1 not found!
      Mapping: palm.03.R from: CC_Base_R_Hand/-CC_Base_R_Ring1
Error: source head bone: CC_Base_R_Hand not found!
Error: source tail bone: CC_Base_R_Ring1 not found!
      Mapping: palm.04.R from: CC_Base_R_Hand/-CC_Base_R_Pinky1
Error: source head bone: CC_Base_R_Hand not found!
Error: source tail bone: CC_Base_R_Pinky1 not found!
      Mapping: thumb.01.R from: CC_Base_R_Thumb1/
Error: source head bone: CC_Base_R_Thumb1 not found!
      Mapping: f_index.01.R from: CC_Base_R_Index1/
Error: source head bone: CC_Base_R_Index1 not found!
      Mapping: f_middle.01.R from: CC_Base_R_Mid1/
Error: source head bone: CC_Base_R_Mid1 not found!
      Mapping: f_ring.01.R from: CC_Base_R_Ring1/
Error: source head bone: CC_Base_R_Ring1 not found!
      Mapping: f_pinky.01.R from: CC_Base_R_Pinky1/
Error: source head bone: CC_Base_R_Pinky1 not found!
      Mapping: thumb.02.R from: CC_Base_R_Thumb2/
Error: source head bone: CC_Base_R_Thumb2 not found!
      Mapping: f_index.02.R from: CC_Base_R_Index2/
Error: source head bone: CC_Base_R_Index2 not found!
      Mapping: f_middle.02.R from: CC_Base_R_Mid2/
Error: source head bone: CC_Base_R_Mid2 not found!
      Mapping: f_ring.02.R from: CC_Base_R_Ring2/
Error: source head bone: CC_Base_R_Ring2 not found!
      Mapping: f_pinky.02.R from: CC_Base_R_Pinky2/
Error: source head bone: CC_Base_R_Pinky2 not found!
      Mapping: thumb.03.R from: CC_Base_R_Thumb3/CC_Base_R_Thumb3
Error: source head bone: CC_Base_R_Thumb3 not found!
Error: source tail bone: CC_Base_R_Thumb3 not found!
      Mapping: f_index.03.R from: CC_Base_R_Index3/CC_Base_R_Index3
Error: source head bone: CC_Base_R_Index3 not found!
Error: source tail bone: CC_Base_R_Index3 not found!
      Mapping: f_middle.03.R from: CC_Base_R_Mid3/CC_Base_R_Mid3
Error: source head bone: CC_Base_R_Mid3 not found!
Error: source tail bone: CC_Base_R_Mid3 not found!
      Mapping: f_ring.03.R from: CC_Base_R_Ring3/CC_Base_R_Ring3
Error: source head bone: CC_Base_R_Ring3 not found!
Error: source tail bone: CC_Base_R_Ring3 not found!
      Mapping: f_pinky.03.R from: CC_Base_R_Pinky3/CC_Base_R_Pinky3
Error: source head bone: CC_Base_R_Pinky3 not found!
Error: source tail bone: CC_Base_R_Pinky3 not found!
      Mapping: tongue from: CC_Base_Tongue03/CC_Base_Tongue02
      Mapping: tongue.001 from: CC_Base_Tongue02/CC_Base_Tongue01
      Mapping: tongue.002 from: CC_Base_Tongue01/CC_Base_JawRoot
      Mapping: teeth.T from: CC_Base_Teeth01/CC_Base_Teeth01
      Mapping: teeth.B from: CC_Base_Teeth02/CC_Base_Teeth02
      Mapping: eye.R from: CC_Base_R_Eye/
      Mapping: eye.L from: CC_Base_L_Eye/
      Mapping: eye.L from: CC_Base_L_Eye/
      Mapping: jaw from: CC_Base_JawRoot/CC_Base_Tongue03
Python: Traceback (most recent call last):
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1827, in execute
    self.add_meta_rig(chr_cache)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1792, in add_meta_rig
    match_meta_rig(chr_cache, self.cc3_rig, self.meta_rig)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1212, in match_meta_rig
    restore_bone_roll(meta_rig, roll_store)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 871, in restore_bone_roll
    bone.roll = roll_store[target_name] + roll_mod * 0.0174532925199432957
KeyError: 'spine'

location: <unknown location>:-1
Error: Python: Traceback (most recent call last):
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1827, in execute
    self.add_meta_rig(chr_cache)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1792, in add_meta_rig
    match_meta_rig(chr_cache, self.cc3_rig, self.meta_rig)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 1212, in match_meta_rig
    restore_bone_roll(meta_rig, roll_store)
  File "C:\Users\grasc\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\rigging.py", line 871, in restore_bone_roll
    bone.roll = roll_store[target_name] + roll_mod * 0.0174532925199432957
KeyError: 'spine'

location: <unknown location>:-1

Cant download

Are the releases deleted?
I can't download the source .zip files? some HSTS warning in chrome, i tried to search for a fix but nothing works?!

Rigify Retarget Preview works, Baking fails

Blender 3.3.1 LTS and the latest plugin version (1.4.9)

Seem to be running into an issue where an animation retarget will preview just fine, but when Baking Retarget the Rigify armature will only accept the shape keys, not the bones.

Python API

I am trying to batch process over twenty .fbx models with a python script.
Unfortunately I can not access bpy.ops.cc3.importer or bpy.ops.cc3.exporter in my script. I don't know which arguments they will take. Can anyone help me further?

Rigify my characters's finger

Hello I get everything Working good before I press the rigify button,And after I pressing ,My characters 's finger Starts to acting weird By the rig controlls
image

image

(When it's in accurig,fingers is working good )
thanks…

Import materials and apply original if available

I just saw this great addon on CGDive youtube channel. He showed a great use case for this add-on.
One thing i noticed is that there is no option when importing, to check for existing materials. Currently it adds all materials as copies. It would be great if it could find use available mats.

I can try to make this adjustment myself and pull request

Cannot import characters wearing the Biker Vest from the "CC3 Outfit and Accessory" pack.

Steps to reproduce:

  1. Open CC3
  2. Open the "CC3 Outfit and Accessory" pack.
  3. Add the "Biker Vest.ccCloth" to the default characxter in CC3.
  4. Export the character as an iAvatar using the default values (ie no LOD)
  5. Open iClone 7.9
  6. Import the iAvatar into iClone.
  7. Select the character in iCLone and export as FBX. I usually uncheck the "Embed Textures" and check "Delete Hidden Faces" You can select current frame or range.
  8. Open Blender 3.0.1 (I dont think this is version specific to Blender)
  9. Using the CC3 addon for Blender, import the character in FBX format.

The following error message appears in the Blender Info Log:

Python: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\__init__.py", line 216, in execute
    if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 2600, in load
    _(); del _
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 2599, in _
    fbx_item[1] = blen_read_geom(fbx_tmpl, fbx_obj, settings)
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 1296, in blen_read_geom
    blen_read_geom_layer_uv(fbx_obj, mesh)
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 1061, in blen_read_geom_layer_uv
    blen_read_geom_array_mapped_polyloop(
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 984, in blen_read_geom_array_mapped_polyloop
    blen_read_geom_array_setattr(blen_read_geom_array_gen_indextodirect(fbx_layer_index, stride),
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 840, in blen_read_geom_array_setattr
    _process(blen_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx)
  File "C:\Program Files\Blender Foundation\Blender 3.0\3.0\scripts\addons\io_scene_fbx\import_fbx.py", line 835, in _process
    setattr(blen_data[blen_idx], blen_attr, fbx_data[fbx_idx:fbx_idx + item_size])
ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 2 items, not 0

location: <unknown location>:-1

Note: I have only found this to happen with the biker vest, not with any other assets in that pack. From the stack trace it could be argued that this is not a CC3 addon error, but an FBX import error. However, I encountered this via the CC3 addon and it only happens with this biker vest model. I'm posting it here in case you know of a better place to post it.

Thanks, as always!

  • Jeff

Keep the Rigify metarig around

The ActorCore to Rigify quick rig function is great.
I just wish it would keep the Metarig in the scene so that you can tweak it.
The main reason is that sometimes the fingers are not generated correctly so I want to go back an tweak their orientation a tiny bit.

FBX export from Blender is missing all textures

After using the plugin to import the CC3+ character and then exporting it back out from Blender as a FBX the textures are missing. This is after selecting copy path and embed textures in the export dialogue. If the character is imported via the standard Blender FBX import process and then exported out with again copy path and embed textures then the textures are there when importing it back in again

ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 2 items, not 0

I have import fbx from CC3 to Blender 3.1 issue as bellow, how can i fix that?

Python: Traceback (most recent call last):
File "C:\Users\Acer\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\importer.py", line 732, in modal
self.run_import(context)
File "C:\Users\Acer\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\importer.py", line 646, in run_import
self.import_character(warn)
File "C:\Users\Acer\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_2\importer.py", line 532, in import_character
bpy.ops.import_scene.fbx(filepath=self.filepath, directory=dir, use_anim=import_anim)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py", line 132, in call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Python: Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx_init
.py", line 220, in execute
return import_fbx.load(self, context, filepath=self.filepath, **keywords)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 2603, in load
_(); del _
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 2602, in _
fbx_item[1] = blen_read_geom(fbx_tmpl, fbx_obj, settings)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 1299, in blen_read_geom
blen_read_geom_layer_uv(fbx_obj, mesh)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 1064, in blen_read_geom_layer_uv
blen_read_geom_array_mapped_polyloop(
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 987, in blen_read_geom_array_mapped_polyloop
blen_read_geom_array_setattr(blen_read_geom_array_gen_indextodirect(fbx_layer_index, stride),
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 843, in blen_read_geom_array_setattr
_process(blen_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx)
File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\addons\io_scene_fbx\import_fbx.py", line 838, in _process
setattr(blen_data[blen_idx], blen_attr, fbx_data[fbx_idx:fbx_idx + item_size])
ValueError: bpy_struct: item.attr = val: sequences of dimension 0 should contain 2 items, not 0

location: C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py:132

location: :-1

Eyes do not always render properly in Blender

I have a CC3 character who's eyes show a glassy black orbs in Blender 3.01. I have a link to the output here. It's only this specific character that seems to have the problem. All of my other CC3 characters (animated in the latest iClone) have eyes that show normally. I can provide the Blender file, the character FBX export from iClone or any other file you need for analysis. I have looked at the shaders for the other characters with the "good" eyes ands their shader looks slightly different from this one (ie no scalara on the black eyeed character)

I'm using the latest version of CC3, iClone and Blender 3.0.1 and version 1.1.9 of the CC3 tool (which is a Godsend!).

blender 3.0 and 3.1 not working export to cc3

  1. I exported a simple char form cc3
  2. i imported with the addon in blender

result: My button for export for cc3 is greyed out
hence, everything I do is in vain as I cannot export it for cc3.

Importing character breaks

hello! when i click import character i get this wierd result
image
i just exported from character creator "camila" charater
Plugin version 1.5.3 blender version 3.4.1

wrinkle strength settings are not migrate to blender

I have shut down the forehead wrinkles setting entirely in CC and IC, but in blender, it still appears and at 100% strength, I have to replace the wrinkle texture #1 and #3 with the standard face diffuse in the shader to turn the forehead wrinkle off, maybe it's better to have a wrinkle setting control in blender addon.

Jaw Open morph doesn't open the jaw anymore after the roundtrip.

Hi, I'm facing this JawOpen shenanigans, where the shape/morph does open the jaw at start in CC4 & iClone, but once the character get sent to Blender, it only deforms, waiting for the JawBone to open the jaw. Maybe in CC4 & iClone the JawOpen morph does drive the JawBone, BUT once the characters gets back in CC4 with the pipeline/autoSetup, the JawOpen morph stops opening the jaw/driving the JawBone.
Maybe I'm missing something, but this seems to be a tiny showstopper that prevents the whole pipeline to be viable.
Thanks for any help.

Unable to import to CC4 after Rigify setup

Description:
After applying the Rigify setup to my model in Blender I am unable to re-import it back into CC4. Would appreciate some help with this if it's my fault.

Steps to reproduce:

  1. Export FBX from CC4 w/ Blender Pipeline plugin
  2. Import FBX to Blender w/ CC Pipeline plugin
  3. Click Rigify in CC Pipeline plugin
  4. Select all
  5. Export to CC3/4 (plugin)
  6. Import to CC4 w/ Blender Pipeline Plugin

Result: Error -> "Failed to load the file".

Eevee Shader transparent, Rigify doesnt recognize character

Hi! I just installed this Addon, the latest version. I exported an only slightly altered example-project from CC4 (Camile one) as FBX with InstaLOD active for Texture merge.
When I "Import Character" I get a brief error message (attached), than it imports the character. In Eevee however the merged material is transparent even though the material node looks just fine (in Cycles material looks better). Other than this, the whole panel doesnt appear to recognize a Character. Rigging & Animation tab, that I needed, shows "No Current Character!".

Please send help :)

2023-03-07 21_57_49-Window
grafik

CC4 head only error: "Fail to Load"

I have a CC4 character but with only the head in Blender - then exported as fbx. When back in CC4 , I'm getting the error: "Fail to load the file" using the CC4 Menu/PlugIns/Blender Pipeline/ "Import character from Blender".

Is there a way to have your plugin work for a head bust only?

with appreciation,
.cn

Geometry showing in Cycles render

Hey there!

I rendered a character in Cycles (plugin set to Cycles textures) using a lighting setup (no HDR) and the result is attached. Any idea why we are seeing jagged edges and lines on her arms, shoulders, chest and legs? I only see this in the render and not in the preview window.

P.S. an artist and I are interested in working on some things with you, could you please provide a way for us to get in touch? My email is [email protected]

hero

Issue Using Color ID Mask Channel to Change Color of Actor Clothing Item

I am attempting to change the color of any of the clothing items for ActorCore "party-f-0001" character, per the YouTube tutorial "ActorCore 3D Charactor Color Material & Adjustments in Blender."

When I activate any one of the Color ID Mask color channels, as shown in the video tutorial, the model turns pink (see screengrab) and I am not able to see or adjust the clothing item color.

I suspect it is something stupidly simple that I am doing wrong! Please give me any suggestions.

I am using Blender 3.3.0 on Mac Monterey 12.6.1

image

FBX Character import from CC3 get error message (for every version above V1.2.1

As suggested by the title, an error message poped up upon importing the character to blender.
This issue only appears with plugin version 1.2.2 - latest.
image
The import seems to be incomplete as all materials includes only diffuse and normal map. The custom node group that comes with earlier version import is also missing.
image
The detailed error message are as follows

Python: Traceback (most recent call last):
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\importer.py", line 814, in modal
self.run_import(context)
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\importer.py", line 728, in run_import
self.import_character(warn)
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\importer.py", line 619, in import_character
self.imported_character = detect_character(self.filepath, type, imported, actions, json_data, warn)
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\importer.py", line 472, in detect_character
chr_cache.add_object_cache(arm)
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\properties.py", line 1310, in add_object_cache
cache.source_name = utils.strip_name(obj.name)
File "C:\Users\Thomas ma\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cc3_blender_tools-1_3_3\utils.py", line 512, in strip_name
if name[-3:].isdigit() and name[-4] == ".":
IndexError: string index out of range

location: :-1

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.