3rd Party Models/Media Chat / Importing FBX Characters into GameGuru

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GraPhiX
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Posted: 28th Sep 2018 13:20 Edited at: 28th Sep 2018 13:23
Character Creator 3 from Reallusion was released last night, I was lucky enough to pre order it.

I thought as an experiment I would try to export direct from CC3 to GG (nothing in between) to see how the FBX importer in GG copes, its not perfect but it kind of works, I just need to sort the little glitches and animations, the starting model was 50k poly size I exported using the 'instaLOD' feature of CC3 which is similar to the 'Decimate' tool I suppose anyhow the character was reduced from 50,000 polys to 4300 LOL quite a reduction like I said I did not alter any FPE's I just went straight from CC3 and imported in GG


also just to point out the textures and animations were embedded in the FBX

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LeeBamber
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Posted: 28th Sep 2018 14:27
Looks like the shader ran out of bone capacity, how many bones are in the Character model?
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LeeBamber
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Posted: 28th Sep 2018 14:28
P.S. I am playing with MakeHuman which needs 163 bones for full facial animation bones so don't lose hope if you NEED more than 63 bones as I am sure this limit was imposed MANY MOONS ago and our new DirectX 11 shader model 5.0 shader can handle a few more, even if some game performance gets lost for characters that need the super-bone mode!
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GraPhiX
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Posted: 28th Sep 2018 14:58 Edited at: 28th Sep 2018 15:00
Hi Lee

Thanks I am not sure how many bones were in that character, I just tried a vanilla export - import I will tweak and play to see what I can get in not sure why she has a 5 o'clock shadow either lol will have to shave her chin
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GraPhiX
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Posted: 28th Sep 2018 16:12
embedded animations working now, just going to look into this bone issue, again I have not used anything in between on import I chose apbr_anim and the dance.lua script I did not modify anything else

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imothep85
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Posted: 28th Sep 2018 17:34
what i also see on your model is wrong understanding of GG for the texture, again, we see the seams of the texture... which is not in the original model/texture....
GraPhiX
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Posted: 28th Sep 2018 17:40
Hi imothep85

im not worried about the textures that I can sort really easy I was just testing a new program I got today
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devlin
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Posted: 30th Sep 2018 18:43 Edited at: 1st Oct 2018 07:14
@ GraPhiX
yes this is a bone isue seen it many times with Character Creator.
the best thing to do is put it through 3dexchange and remap the bones. prerf the max 2 option.
then in ultimate unwrap delete the extra bones. trial and error just keep testing the
animation to make sure you havent deleted the wrong bones delete the u3d mesh first.
also using the soldier fpe for a template, you could try removing the fx file in the fpe
then you will know if it is the shader, but lee is right we need an option for more bones now
for beter models, have not got cc3 yet its on my list, all i know is that cc3 has a new simplified bone lay out now.
but in u3d you should be able to see the amount of bones. if it works then in my video on the forum you could then add
the face bones look at the alien i done and you see how to add bones , you can do this for the hands and fingers. the fbx importer
in gg will not work either, make sure you set the T pose as shown in the video or you will end up with a twisted mess,
would be interesting to see what quality lod you get when running the higher poly through simplygon.
below is a pic of the new bone structure, most iclone characters are around 165 bones with facial animation.
if you look at the second video you will see that early GG was able to accept facial animation dont know what changed,
but i was able to get facial animation working , mouth and eye animation.


https://youtu.be/

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GraPhiX
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Posted: 1st Oct 2018 08:40
Hi Devlin, thank you for your explanation

Yes I know how to get Characters in and working via the complicated standard method the point of this exercise was to see what happened with a 'vanilla' export from a character package straight into GG (this would be the preferred method for all users) just to see how far the importer has come the only issues at the moment are you have to be careful with the amount of polys in your character and the bone limitation, the bone limitation is now being looked at


The importer did a very good job at unpacking the embedded textures and animations


It was just a test I do have a workflow for getting Characters into GG and working but it is quite complicated (too complicated needs to be easier)
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devlin
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Posted: 1st Oct 2018 10:08
@ GraPhiX
yes i read lees post hopefully he will fix the bone issue and they will import properly.
i had the same problem with the texture shadows. if you remove the fx reference
i the fpe it will load the character in properly if you use the masked sol fpe as a reference,
but no animation, as for the textures if you get a work around please let us know,
i know we need a 165 bone limit for characters from iclone, probably not every character
but def for interaction boss ect. iclone can import speech and you can sync with it,
i hope lee can fix the bone limit as i would like to see if i can get talking characters out of iclone
with custom characters, i am looking forward to getting cc3 but without the bone limit being fixed
it will be just the same as using iclone, i did say if you had simplygon to try a reduction to se if it fixed
the texture issue,
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