Add-on for importing and auto setup of character creator 3 character exports.

Overview

CC3 Blender Tools

An add-on for importing and automatically setting up materials for Character Creator 3 character exports.

Using Blender in the Character Creator 3 pipeline can often feel like hitting a brick wall. Spending potentially hours having to get the import settings correct and setting up the materials often with hundreds of textures.

This add-on aims to reduce that time spent getting characters into Blender down to just a few seconds and make use of as many of the exported textures as possible so that character artists can work in the highest quality possible using Blender.

How it works

The character exports from CC3 have a very rigid naming structure. The folders the textures are stored in always follow the same pattern e.g. filename.obj exports exporting all textures into the filename folder and .fbx exports store textures in the filename.fbm folder and in textures/filename/objectname/meshname/materialname folders amongst others. All objects in the export have unique names and unique material names with all texture names following a similar convention such as materialname + type e.g. 'Std_Skin_Head_Diffuse.png' or 'Vest_Normal.png'. Thus textures for each material can be easily discovered without the need for deep recursive scans for texture files. The add-on then reconstructs the material nodes, for each object and material, using these textures and the material setup parameters as needed (This bit isn't so easy...).

On the way this add-on also resolves a few bugs and idiosyncrasies in Blender, namely the FBX importer attaching the wrong opacity for the eyes, hair and eyelashes and a curious bug in the importers for both OBJ and FBX where Blender can't find the right textures if the exported file has spaces in the name and there is more than one character in the same folder. It has something to do with 3DS Max replacing all spaces with underscores when it exports and uses spaces as a separator for multiple texures, so the Blender coders made their importers work the same way...

For this reason: Warning: when exporting characters to and from Blender - DO NOT put spaces in the file name.

Installation, Updating, Removal

To Install

  • Download the latest release 0.2.2.
  • In Blender go to menu Edit->Preferences then select Add-ons.
  • Click the Install button at the top of the preferences window and navigate to where you downloaded the zip file, select the file and click Install Add-on.
  • Activate the add-on by ticking the checkbox next to Edit->Preferences then select Add-ons
  • The add-ons functionality is available through the CC3 Tab in the tool menu to the right of the main viewport. Press N to show the tools if they are hidden.

To Remove

  • From the menu: Edit->Preferences then select Add-ons
  • In the search box search All add-ons for "CC3 Tools"
  • Deactivate the add-on by unticking the checbox next to Edit->Preferences then select Add-ons.
  • Then click the Remove button.

To Update

  • Remove the current version of the add-on by following the remove instructions above.
  • Follow the installation instructions, above, to install the new version.

Usage

This add-on is meant to be used on a single CC3 Character at a time. As such it is not meant to be used as part of a complex scene but rather to prepare characters for rendering or to edit character morphs or accessories.

The add-on consists of three main panels:

CC3 Import

Import Character

The import character button will import a .fbx or .obj export from CC3. The add-on will invoke the correct importer with the nescessary settings depending on which type of file is selected. The animation option can be unchecked to import the character without any pose or animation data.

Some notes on what to export from CC3:

  • All FBX (To Blender) and OBJ character exports can be used for rendering or general use, but the File->Export->OBJ->Nude Character in Bind Pose menu export does not export any materials.
  • FBX export (File->Export->FBX (Clothed Character) menu) options should set Target Tool Preset to Blender.
  • OBJ export (File->Export->OBJ->Character with Current Pose menu) options should check the Export Materials box.
  • To create character morphs the export must generate an .fbxkey or .objkey file:
    • For OBJ exports, only the File->Export->OBJ->Nude Character in Bind Pose menu exporter will generate an .objkey file.
    • For FBX exports use File->Export->FBX (Clothed Character) menu where the FBX Options parameter should be set to Mesh Only to generate an .fbxkey file,
    • or
    • the FBX Options parameter should be set to Mesh and Motion with the Include Motion parameter set to Calibration

Build Materials

Here you can set the material parameters used to construct the materials for the character.

  • Basic Materials - The materials will be built as standard PBR materials utilising the base diffuse, ambient occlusion, specular, metallic, roughness, alpha and normal or bump maps where available.
  • Advanced Materials - The materials will be build using more advanced node groups to utilise texture blending, colour/roughness/specular overlays, texture scaling, cavity AO maps, micro-normals, blend normals and subsurface scattering.
  • Alpha Blend - When a non opaque material is detected the add-on will use standard alpha blending for this material.
  • Alpha Hashed - When a non opaque material is detected the add-on will use alpha hashing for the this material. Alpha hashing solves many z-sorting problems but may require more samples to render.
  • All Imported - When selected the add-on will build materials for all objects from the imported character.
  • Only Selected - When selected the add-on will only build materials for the currently selected objects (and child objects of the selection)
  • Hair Hint - The add-on does not know which object represents the hair mesh, so it tries to guess from the name of the object and materials, the object whose name contains one of these keywords will be considered the hair mesh.
  • Scalp Hint - Likewise the scalp mesh (which should be part of the hair mesh) needs to be identified, any material in the hair object that matches one of these keywords is considered to be the scalp material.
  • Hair Object - If the hair mesh auto detection fails, the hair object can be chosen directly with this object picker. Finally
  • Build Materials - Builds the materials for the character using the current build settings. Materials can be rebuild at any time.

Fix Alpha Blending

The buttons in this section can be used to quickly correct and alpha blend settings for clothing or accessories that where not correctly detected as opaque/non-opaque. These buttons operate on the currently selected objects.

You can choose between alpha blending or alpha hashing for blend modes. Also there are buttons to see an objects material to single or double sided.

Adjust Parameters

This is the real focus of the add-on. The parameters section governs all the various parameters to control how the textures and maps are used and mixed together to create the final appearance.

Each material type: Skin, eyes, hair, teeth, tongue, nails and other (default) types are all detected and setup independently with their own parameter sets. Basic materials have a much smaller subset of parameters, the advanced materials allow fine control of just about everything.

Material parameters will be adjusted in real time as the parameter sliders are changed, giving instant feedback.

  • All Imported - When selected all objects from the imported character will have their parameters updated.
  • Selected Only - When selected only the selected objects will have their parameters updated.
  • Update - Force an update of all/selected parameters.

...

Utilities

Here are some useful utility functions.

  • Open Mouth - The mouth can be opened to see within the mouth cavity. This operation uses a bone constraint and does not overwrite any animation or pose, Set this back to zero to remove the contraint.
  • Reset Parameters - Resets all parameters back to their defaults and updates the character materials.
  • Rebuild Node Groups - This will delete and rebuild the node groups for the advanced materials. Materials will need to be rebuilt afterwards.

CC3 Scene Tools

In this panel there are some functions to quickly create a few different lighting setups and render settings.

  • Solid Matcap - Solid viewport shading with matcap and cavity shading.
  • Blender Default - Material shading with a single point light and the forest HDRi, the default blender setup.
  • CC3 Default - Material shading with a 3 point lighting setup roughly the same as the CC3 application default character lighting.
  • Studio Right - Rendered shading with right sided 3 point lighting with contact shadows using the Studio HDRi.
  • Courtyard Left - Rendered shading with left sided softer 3 point lighting with contact shadows using the Courtyard HDRi.
  • 3 Point Tracking & Camera - Rendered shading with tracking lights and camera, independent light and camera targets. It also sets up the world and compositor node trees ready for custom mapped HDRi in the world nodes and glare and lens distortion in the compositor.

CC3 Pipeline

The purpose of this panel is to provide quick methods of importing and exporting characters and accessories for specific purposes in order to streamline as much as possible the pipeline between CC3 and Blender. As such this panel goes first in the tool tab, but it is described last here, in order to fully understand what it does.

Render / Quality

  • Import Character - Imports the character for rendering. Sets the material build mode to advanced and applies the Studio Right scene lighting setup.

Morph Editing

  • Import For Morph - Imports the character for morph editing. Sets the material build mode to basic for better viewport performance and sets the scene lighting to CC3 Default (this can be changed in the preferences). If the imported character file has no corresponding .fbxkey or .objkey it will show a warning message that this character cannot be used for creating character morphs.
  • Export Character Morph - Exports the character, with the same filetype as imported, for reimport back into CC3.
    • FBX exports should be imported back into CC3 using the File->Import menu or the Create->Cloth, Hair, Acc ( With FbxKey ), these appear to do the same thing and will replace the current character with the imported one. It will ask for the Decrypt Key File, this is the .fbxkey generated with the original character export from CC3. It's important to note that the character is imported without any materials as the blender fbx export does not support material data, or it's in a form that CC3 does not recognize. Once imported a morph of the character can be created using the Create->Head & Body Morph Sliders menu, or an accessory can be created from any of the imported objects.
    • OBJ exports should be imported back into CC3 using the Create->Morph Slider Editor menu. Select either the Default Morph (for full body morphs) or Current Morph (for relative morphs) as the Source Morph, then select the .obj file exported as the Target Morph, with the original characters .objkey for the Checksum File Path

Accessory Editing

  • Import For Accessory - Imports the character for accessory creation / editing. Sets the material build mode to basic for better viewport performance and sets the scene lighting to CC3 Default or to Solid Matcap if the .obj character has no materials (this can be changed in the preferences). This does not require an fbxkey or objkey if making non skin weighted accessories.
  • Export Accessory - Exports the selected object(s) as accessories. These should be imported into CC3 using the Create->Accessory menu. The accessory will be imported without any materials. If the character was originally exported from CC3 in Current Pose the accessory export should import back into CC3 in exactly the right place.

Settings

  • Auto Lighting - The auto setup of the lighting can be turned off here if you don't want the add-on to mess with your lighting or render settings. It can also be turned off completely in the preferences.

Cleanup

  • Delete Character - This will delete the character and any associated objects, meshes, materials, nodes, images, armature actions and shapekeys. Basically deletes everything not nailed down. Do not press this if there is anything you want to keep!
Comments
  • Import materials and apply original if available

    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

    opened by schroef 10
  • Error on

    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

    opened by Remtou 7
  • options are grayed out

    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

    opened by nigelmerle 7
  • Importing Character psy issue

    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

    opened by logoscregor 7
  • Geometry showing in Cycles render

    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

    opened by tswallen 6
  • Rigify Setup

    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

    opened by JC0NN0R 3
  • FBX Character import from CC3 get error message (for every version above V1.2.1

    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

    opened by evokra 3
  • Issue with Hair

    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

    opened by dalemayphoto 3
  • Unable to import to CC4 after Rigify setup

    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".

    opened by kybak 2
  • CC4 head only error:

    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

    opened by CloudNinja5 2
  • Error:

    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).

    opened by CloudNinja5 2
  • Importing character breaks

    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

    opened by Gabri94x 0
  • Rigify my characters's finger

    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…

    opened by adorehaha 0
  • Rigify Retarget Preview works, Baking fails

    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.

    opened by taigadigital 4
  • Keep the Rigify metarig around

    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.

    opened by toshicg 3
  • Issue Using Color ID Mask Channel to Change Color of Actor Clothing Item

    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

    opened by jnevin 12
Releases(1_5_3)
  • 1_5_3(Dec 23, 2022)

  • 1_5_2(Dec 6, 2022)

  • 1_5_1(Nov 24, 2022)

    1.5.1

    • Fix to Generic character export.
    • Fix to Generic converted character export.

    1.5.0

    • Rigify export mesh and/or animation overhaul.
    • Smoothing groups added to export file dialog options.
    • Support for CC4 Plugin, facial expression and viseme data export.
    • Fix to legacy hair detection & scalp detection.
    • Very slight subsurface added to scalp to prevent the dark/blueish artifacts on skin.
    • Fix to bump maps connecting to normal sockets.
    • Eye limbus darkness recalculated.
    • Initial attempt at exporting Blender 3.3 Curve hair on characters via Alembic export.
    Source code(tar.gz)
    Source code(zip)
  • 1_5_0(Nov 15, 2022)

    1.5.0

    • Rigify export mesh and/or animation overhaul.
    • Smoothing groups added to export file dialog options.
    • Support for CC4 Plugin, facial expression and viseme data export.
    • Fix to legacy hair detection & scalp detection.
    • Very slight subsurface added to scalp to prevent the dark/blueish artifacts on skin.
    • Fix to bump maps connecting to normal sockets.
    • Eye limbus darkness recalculated.
    • Initial attempt at exporting Blender 3.3 Curve hair on characters via Alembic export.
    Source code(tar.gz)
    Source code(zip)
  • 1_4_9(Sep 26, 2022)

    1.4.9

    • Fix to embedded image correction and image filepath comparisons.
    • Fix to basic material texture loading.
    • Convert to Accessory function added to Object Management.
    Source code(tar.gz)
    Source code(zip)
  • 1_4_8(Sep 15, 2022)

    1.4.8

    • Adding existing RL material to a new character import will copy the material data.

    1.4.7

    • Match existing materials (for AccuRig imports) button added to Create tab and Rigify info pane.
      • Attempts to assign existing materials to the AccuRig import that match the original export to AccurRig.
      • For a Blender > AccuRig / ActorCore > Blender round trip workflow.
    • Eye occlusion (Eevee) color darkened.
    • Hair shader (Eevee) Specular blend added (Base surface Specularity -> Anisotropic Specularity)
    Source code(tar.gz)
    Source code(zip)
  • 1_4_7(Sep 10, 2022)

    1.4.7

    • Match existing materials (for AccuRig imports) button added to Create tab and Rigify info pane.
      • Attempts to assign existing materials to the AccuRig import that match the original export to AccurRig.
      • For a Blender > AccuRig / ActorCore > Blender round trip workflow.
    • Eye occlusion (Eevee) color darkened.
    • Hair shader (Eevee) Specular blend added (Base surface Specularity -> Anisotropic Specularity)
    Source code(tar.gz)
    Source code(zip)
  • 1_4_6(Sep 3, 2022)

    1.4.6

    • Fix for palm control location with less than 5 fingers.

    1.4.5

    • Fix for ActorCore / AccuRig import detection.

    1.4.4

    • Missing bone chains from CC3 rig will hide corresponding control rig bones (e.g. missing fingers)
    • Export texture baking no longer duplicates baking on same materials across different objects.
    • Export fix to CC3/4 when material name starts with a digit.
    • Fix to import/convert of multiple generic GLTF/GLB props or characters.
    • Fix to exporting Roughness and Metallic texture strength (should always be 100).
    Source code(tar.gz)
    Source code(zip)
  • 1_4_3(Aug 24, 2022)

    1.4.3

    • Export bake maps now correctly sets bit depth and no alpha channel. Opacity texture bakes should work now.
    • Convert generic character from objects to props added.
    • Auto converts generic imports where possible, when using the import character button.
    • Texture and material de-duplication (optional)
    • ActorCore rigify accessory fix.
    • CC/iC Create tab and panels added.
      • Physics & Object Management moved to CC/iC Create.
      • Multi-res sculpt & bake helper tools panels added.
    Source code(tar.gz)
    Source code(zip)
  • 1_4_2(Aug 4, 2022)

    1.4.2

    • Separate Iris & Sclera emission colors for parallax eye shader.
    • Displacement calculation reworked as it behaves differently in Blender 3.2.1 (was causing triangulation artifacts)

    1.4.1

    • Fixes
      • Export T-pose action created correctly when character bind pose is already a T-pose.
      • Tongue subsurface scatter parameter fixes in UI.
      • Hair material UI corrected in Blender 3.2.1 (caused by renamed icon enums)
    • Accessory bones now copy to rigify rig.
    Source code(tar.gz)
    Source code(zip)
  • 1_4_1(Aug 1, 2022)

    1.4.1

    • Fixes
      • Export T-pose action created correctly when character bind pose is already a T-pose.
      • Tongue subsurface scatter parameter fixes in UI.
      • Hair material UI corrected in Blender 3.2.1 (caused by renamed icon enums)
    • Accessory bones now copy to rigify rig.
    Source code(tar.gz)
    Source code(zip)
  • 1_4_0(Jul 28, 2022)

    1.4.0

    • Physics JSON changes and additions export.
    • Unity T-pose export fix.
    • Body Collision Mesh fix.
    • Unity export logic fixes.
    • Resize weightmap function.
    • increment/decrement paint strenth weightmap buttons.
    • image path writeback fix.

    1.3.9

    • Full Json data generation added.
    • Rigify Toe IK Stretch Fix for Blender 3.1+
    • Convert to Non-standard function.
    • Convert from Generic character to Reallusion material based non-standard character.
    • Export baking fixes and default PBR export support added.
    Source code(tar.gz)
    Source code(zip)
  • 1_3_8(May 20, 2022)

    1.3.8

    • UI naming update.
    • Repository rename to cc_blender_tools (title CC/iC Blender Tools), old repo links still apply.
    • Initial support for exporting any non-standard characters to CC4.
      • Character should be aligned -Y forward, Z up for correct bone translation in CC4.
      • Json data constructed on export to try and reconstruct materials using the CC4 Blender Tools Plugin.
        • Materials must be based on Principled BSDF otherwise only texture name matching is possible.
      • non-standard characters rigged with Auto-Rig Pro will (try to) invoke the ARP export operator (if installed)
        • ARP export operator cleans up the rig and leaves only the relevent deformation bones.
      • Import functions expanded to allow import from FBX, GLTF and VRM for non-standard characters.
        • These are not considered to be CC/iC characters and have no material parameter, rigging or physics options.
    Source code(tar.gz)
    Source code(zip)
  • 1_3_6(May 12, 2022)

    1.3.6

    • Rigify
      • Finger roll alignment fixed. All fingers now have exactly the same local bend axis.
      • Disables all physics modifiers non-contributing armatures and meshes during retarget baking to speed it up a bit.
    • Physics:
      • Low poly (1/8th) Collision Body mesh created from decimating a copy of the Body mesh and removing the eyelashes.
        • Hair would easily get trapped in the eyelashes and a lower poly collision mesh should speed up the cloth simulation.
      • PhysX weight maps normalized, provides a more consistent and controllable simulation across different weight maps.
      • Tweaked some cloth simulation parameters.
      • Smart Hair meshes in particular should simulate better now.
    • Unity:
      • Added animation export options (Actions or Strips)
    Source code(tar.gz)
    Source code(zip)
  • 1_3_5(May 4, 2022)

  • 1_3_4(May 4, 2022)

    1.3.4

    • Rigify Retargeting:
      • GameBase animation retargeting to CC Rigified Rig.
      • (Experimental) Mixamo animation retargeting to CC Rigified Rig.
      • Shape-key animation retargeting from source animation to CC character.
      • Shape-key NLA baking added (optional).
    • Materials:
      • Diffuse Color, Hue, Saturation & Brightness parameters for Skin and Hair materials.
    • Exporting:
      • Export to CC3 button renamed to Export Morph Target when editing OBJ imports with ObjKey.
      • When Export button is disabled: The reason is displayed under the button.
        • Export button Key check is overridable in the add-on preferences.
    • Other Changes:
      • Fix to ActorCore character (ActorCore website download) animation retargeting.
      • Basic face rig generated from full face rig and has the same jaw & eye controls and parameters.
      • Jaw pivot retargeting fixes.
      • Palm bones no longer affect deformation or generate vertex weights.
      • Crash fixes importing characters with very short names.
    Source code(tar.gz)
    Source code(zip)
  • 1_3_3(Apr 20, 2022)

    1.3.3

    • CC/iC/ActorCore animation re-targeting to CC Rigified Rig.
      • Preview and Bake functions for re-targeted animations.
      • Arms, Legs, Heel & Height adjustments.
      • Source armature and action selector, filtering by Armature name.
    • Animation importer, import multiple animations in one go.
      • Renames actions and armatures to match file names.
      • Optionally removes meshes & materials.
    • Bake control rig & re-targeted animations to Unity.
    • Export Rigified character to Unity.
    • Basic face rig drivers for Eye Look blend shapes. (If character has ExPlus blend shapes)
    • GameBase to Rigify support.
    Source code(tar.gz)
    Source code(zip)
  • 1_3_2(Apr 8, 2022)

    1.3.2

    • Face rig Automatic Weight failure detection and (some) auto-correction.
    • Support for Voxel Heat Diffuse Skinning add-on for voxel weight mapping of the face rig.

    1.3.1

    • Optional two stage Rigify process to allow modifications to the meta-rig.
    • Optional basic face rigging.
    • Support for ActorCore character Rigging. (Only with basic face rigging)
    • Support for G3 character generation, which includes Toon base characters. (i.e. the old CC3 base)
    • Support for rigging G3Plus, G3, ActorCore characters exported from iClone. (iClone exports with no bone name prefix)
    • Some Control Widget fixes and scaling.
    • Better character Generation check on import for exports without JSON data.

    1.3.0

    • Rigify function added.
      • Character objects are bound to the Rigify control rig.
      • Vertex weights are remapped to Rigify deformation bones.
    Source code(tar.gz)
    Source code(zip)
  • 1_2_2(Mar 21, 2022)

    1.2.2

    • Object Management panel
      • All round-trip/Export object management functions moved to this panel.
      • Including checks and clean up.
      • Normalize weights function added.
    • Bake/Combine Bump maps into Normal maps function added to Material Parameters panel.
    • Highlight shift added to Eevee hair shader.
    Source code(tar.gz)
    Source code(zip)
  • 1_2_1(Mar 14, 2022)

    1.2.1

    • Some fixes to exporting additional objects with character.
    • Added a 'Check Export' function to identify potential problems with the export.

    1.2.0

    • Added initial export to Unity project function.
    • Round-trip/Unity export additions and fixes.
      • Added baking raw metallic and roughness values into textures, when no textures connected, when exporting.
      • Modifiers removed from eye parts when exporting that prevented exporting blend shapes.
      • Modifiers applied on FBX exports.
      • Armature set to Pose mode on export, otherwise skeleton/bind-pose imports to CC3 incorrectly.
      • Some file path fixes when baking new textures with exports.
    • Fixed skin micro-smoothness calculation causing smoothness seams between head and body materials.
    • Fixed UI updating wrong unmasked micro smoothness parameter.
    • Blender 3.0+ subsurface scattering method set to Christensen-Burley, rather than Random-Walk, which does not work well with hair transparencies.
    • Color mixers for actor core/color masked materials prevented from generating negative/zero color values which could affect diffuse lighting.
    Source code(tar.gz)
    Source code(zip)
  • 1_2_0(Mar 11, 2022)

    1.2.0

    • Added initial export to Unity project function.
    • Round-trip/Unity export additions and fixes.
      • Added baking raw metallic and roughness values into textures, when no textures connected, when exporting.
      • Modifiers removed from eye parts when exporting that prevented exporting blend shapes.
      • Modifiers applied on FBX exports.
      • Armature set to Pose mode on export, otherwise skeleton/bind-pose imports to CC3 incorrectly.
      • Some file path fixes when baking new textures with exports.
    • Fixed skin micro-smoothness calculation causing smoothness seams between head and body materials.
    • Fixed UI updating wrong unmasked micro smoothness parameter.
    • Blender 3.0+ subsurface scattering method set to Christensen-Burley, rather than Random-Walk, which does not work well with hair transparencies.
    • Color mixers for actor core/color masked materials prevented from generating negative/zero color values which could affect diffuse lighting.
    Source code(tar.gz)
    Source code(zip)
  • 1_1_9(Feb 13, 2022)

  • 1_1_8(Feb 8, 2022)

    1.1.8

    • Texture Channel Mixer added, primarily for alteration of Actor Core characters with RGB and Color ID masks, but can be used with all CC3 based materials.
    • Cycles hair anisotropy reworked.
    • Cycles parameter tweaks:
      • Brighter iris settings for SSR eyes.
      • Hair subsurface reduced (May want to turn it off completely, there can be too many artifacts generated in the hair.)
      • Skin subsurface slightly increased.
    Source code(tar.gz)
    Source code(zip)
  • 1_1_7(Jan 30, 2022)

  • 1_1_6(Jan 17, 2022)

  • 1_1_5(Dec 4, 2021)

    1.1.5

    • Character and Object operators (Character Settings Panel):
      • Add object to character, with parenting and armature modifier.
      • Convert and add materials to character to use with material parameters and export write back.
      • Transfer body vertex weights to object.
      • Clean up object and material character data.
      • Export back to CC3 will include Texture & Json data for any new objects added with these operators.
    • Fix to Subsurface scattering for Blender 3.0 Cycles renders.
    • Cycles adjustment settings added to preferences for user fine tuning of subsurface material parameters for Cycles.

    1.1.4

    • Added more support for exporting from characters with embedded textures.
    Source code(tar.gz)
    Source code(zip)
  • 1_1_3(Nov 27, 2021)

    1.1.3

    • Crash fixes for Blender versions 2.83 - 2.91
    • (Experimental) Added operators to add new objects to the character data.
      • See Character Settings panel with new object selected.
    Source code(tar.gz)
    Source code(zip)
  • 1_1_2(Nov 24, 2021)

    1.1.2

    • Export accessory button no longer locked to character.
    • Some import/export folder logic changed to try and cope with project folder & files being moved.
    • Added custom texture node baking on export to CC3, including baking bump maps into normal maps on export.
      • If nodes are used to modify (or replace) texture inputs to material shaders, those nodes can be baked into the texture channel on export. This assumes the mesh has a valid UV map.
      • Bump maps can be baked into normal channels. Typically CC3 will only allow Normal maps OR bump maps for a material, not both, so an option has been added to combine them into just the normal map.
    Source code(tar.gz)
    Source code(zip)
  • 1_1_1(Nov 18, 2021)

    1.1.1

    • Fix to crash from multiple character imports from iClone.
      • Note: Exporting multiple characters in one Fbx from iClone to Blender is not fully supported.
      • Characters should be exported individually.
      • If multiple characters are detected then a warning pop-up will be displayed.
    Source code(tar.gz)
    Source code(zip)
  • 1_1_0(Nov 15, 2021)

    1.1.0

    • Updated export function to generate compatible Fbx file for CC3 re-import with FbxKey and to write back json material parameter and texture information. To be used in tandem with Blender Importer Plugin for CC3 3.44 for full round-trip character editing in Blender.
    • Import/Export Interface simplified.
      • If character has Fbxkey then character is setup for editing. (i.e. Shapekeys locked to basis)
      • Otherwise (character is posed or has animation) character is setup for rendering.
      • Only Fbxkey character can be exported back to CC3.
    • Optional Json and Texture write back for exports.
    • Optional teeth rotation fix that affects some older generated characters when importing back into CC3.
    • Bake on export function added to bake custom material nodes connected to master shader's texture map sockets into textures to include when re-importing back into CC3.
    • Additional objects can be selected for exporting with the character, but must be properly parented and weighted with an armature modifier. Otherwise CC3 will ignore them.
    • Some property and parameter fixes.

    1.0.3

    • First attempt at a single material parallax eye shader added. Which does not use SSR or transparency and thus can receive full shadows and subsurface scattering in Eevee.
    Source code(tar.gz)
    Source code(zip)
Owner
null
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