Product Chat (Early Access) / New Blender Character Creator Template in today's EXP build

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bond1
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Posted: 27th Jun 2023 16:28 Edited at: 4th Dec 2023 18:22
Here are the latest versions of the Character Creator templates for Blender, 3ds Max, Maya, and Fragmotion.

Be sure to follow the export procedure in the PDF guide VERY CAREFULLY, it's easy to miss a setting!

Artist Guides: CharacterCreatorArtistsGuides.zip

Download for 3ds Max:
3ds Max FBX Template MALE
3ds Max FBX Template FEMALE

Download for Maya:
Maya FBX Template MALE
Maya FBX Template FEMALE (credit to Taji Singh for the conversion)

Download for Blender:
Blender FBX Template MALE
Blender FBX Template FEMALE

Download for Fragmotion:
Fragmotion X Template MALE
Fragmotion X Template FEMALE
MK83
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Posted: 27th Jun 2023 16:59
Quote: "A full tutorial will be coming soon."
Sweet, thanks bond1
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granada
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Posted: 27th Jun 2023 17:24
Great job , thanks for taking the time to do this it’s appreciated

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3com
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Posted: 27th Jun 2023 17:33
Great! not Blender user but this may help a lot of people here. Ty Bond1 for the tip.
Alembic support would be nice as well.
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synchromesh
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Posted: 27th Jun 2023 19:49
Fantastic Thanks Bond1
This is a game changer for many.
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bond1
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Posted: 27th Jun 2023 21:06 Edited at: 29th Jun 2023 23:09
The reliance on the X format for characters and weapons has hindered TGC software over the years. It's such an obscure format these days that almost no mainstream software supports anymore. Hopefully with FBX support and proper documentation, it will attract more artists to GGM that are accustomed to creating characters for Unity, Unreal, etc.

The video tutorial will show how to get both characters and animations into the CC. Fair warning - it won't be a quick 5 minute video since there is a lot of information to cover. Although it will be useful for beginners, it's more aimed at intermediate to advanced artists that have some character rigging/animation experience who want to get their characters into GGM.
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Posted: 28th Jun 2023 12:36
Thanks bond1, we need this BIG TIME! your a
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Posted: 28th Jun 2023 12:40
Thank you.
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Posted: 29th Jun 2023 22:05
Mr. Blosser, I've messaged you through Artstation, but I hope it's ok to reach out here as well just in case. An acquaintance of mine who uses this software just showed me your Blender rig, and I'd like to ask you some questions. I am co-owner of an upstart studio that produces animations for local businesses, I have 12 years of experience with 3ds Max and I am ACP certfied through Autodesk. I am looking to add Blender to our toolset, so I am very interested in how this rig was made. I have also seen your Unreal Biped rigs on youtube and would like to discuss those as well. Can we speak via email if possible?
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bond1
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Posted: 29th Jun 2023 23:08 Edited at: 29th Jun 2023 23:49
Hi everyone, just checking in to let you know the CC tutorial should be ready in a few days, I'll probably have it uploaded over the weekend.

After that, a Blender template for the GGM arm rig that also allows FBX export will follow. As a teaser, it will allow the import of custom hands, so you can have more variety for your protagonist - male,female, military, medieval, etc. All able to share the same animations.



3com
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Posted: 30th Jun 2023 00:28 Edited at: 30th Jun 2023 00:28
Quote: "As a teaser, it will allow the import of custom hands, so you can have more variety for your protagonist - male,female, military, medieval, etc. All able to share the same animations."

Extremely cool, ty Bond1, great work

Quote: "a Blender template for the GGM arm rig that also allows FBX export will follow"

Any chance for 3ds max users as well?
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bond1
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Posted: 30th Jun 2023 00:34
Quote: "Any chance for 3ds max users as well?"


Yes, the original biped rig had to be re-worked, so I'll have a new version for 3ds Max users also. And like for Blender, no more having to use X format, you can just export to FBX!
3com
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Posted: 30th Jun 2023 00:37
Quote: "Yes, the original biped rig had to be re-worked, so I'll have a new version for 3ds Max users also. And like for Blender, no more having to use X format, you can just export to FBX!"

This is really great! Thank you again, your work makes the difference.
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JC LEON
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Posted: 30th Jun 2023 08:06
great great..great..
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JessicaBosworth
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Posted: 3rd Jul 2023 09:27
Thank you very much!
bond1
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Posted: 6th Jul 2023 17:40 Edited at: 6th Jul 2023 20:04
Here is the 3ds Max version of the FBX character template. When exporting, make sure you are only exporting the bones and character mesh in the layers labeled "FBX" in the Scene Explorer. It works exactly the same as the Blender template - the FBX animation files can be loaded directly into an animation slot in the CC and saved with the character. Or you can convert them to DBO and use it as a new body part in the CC.

Download: 3ds Max FBX Template MALE
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Thank you!
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bond1
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Posted: 7th Jul 2023 05:14
Quote: "Thank you!"


You're welcome! I know I'm overdue on the tutorial, and it's still coming., it's just taking me longer than expected.

But in the meantime, if anyone has any questions on either the Blender rig or the 3ds Max rig - either ask here, send me a PM, or email me at mjblosser@gmail.com if you prefer.
3com
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Posted: 7th Jul 2023 05:58
Thank you, great work
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idlione
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Posted: 7th Jul 2023 17:51
Thank you very much!
it works very very well,Many thanks.
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bond1
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Posted: 10th Jul 2023 15:37
Well crap. For anyone who is using these new FBX rigs, I made a mistake. I forgot to include a few bones from the original rig. These missing bones are causing some odd rotation problems when the character is used in-game. Which curiously don't show up when the character is viewed in the CC.

Anyway, I'll have a new rig posted soon. My apologies to anyone who has pulled their hair out over this. I should have tested it more thoroughly! But the problem has been identified and will be fixed.
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Posted: 10th Jul 2023 20:29 Edited at: 10th Jul 2023 20:30
@bond1, no problem. I'm sure it'll be worth the wait. Will you still be doing a tutorial?
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bond1
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Posted: 10th Jul 2023 21:44
Quote: "Will you still be doing a tutorial?"


Oh yes, for sure. I'm kind of glad now that I procrastinated on it since this error was discovered.
bond1
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Posted: 12th Jul 2023 06:40 Edited at: 12th Jul 2023 06:50
First post updated with version 3 FBX templates for both Blender and 3ds Max. Tested and working, this fixes the rotation bug. Have fun!
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Posted: 12th Jul 2023 12:50
This is great news, many thanks bond1, look forward to the video tutorial to go with the PDF guide. TGC should contract you as their Technical graphics freelancer!
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3com
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Posted: 12th Jul 2023 15:43
@ Bond1
Thank you, mate, great work!

Any setting suggestions about importing FBX from 3dsMax?
i.e. any FBX version that works best with GGMax? 2019, 2017, 2013?
Baking animation or does not? etc
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bond1
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Posted: 12th Jul 2023 16:10 Edited at: 12th Jul 2023 16:11
@3com Sorry I was so focused on the Blender users I forgot about making a guide for 3ds Max! In the meantime:

When exporting from 3ds Max, only export the character and bones in the layers labeled "FBX". I always export using the 2013 FBX version as that seems to be the most compatible. Although I think GGM was updated to support newer FBX versions now, I still stick with using the 2013 version because I know it just works.

There is a hidden biped in the scene, you'll see it in your scene explorer. If you want to create your own animations, just animate this biped, and it will automatically transfer over to the FBX skeleton. Just remember, don't export the actual biped. Only export the FBX skeleton and character mesh. I've attached a picture of my FBX export settings.

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3com
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Posted: 12th Jul 2023 19:13
@bond1
Thanks a lot, mate, I'll try asap

I plan to add custom animations, right now just playing with the default ones.

https://www.youtube.com/watch?v=b-YN4ymC2LI

The char in the video is the previous one.
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Pirate Myke
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Posted: 13th Jul 2023 06:51
I don't see the FIRESPOT bone, Is this not needed to set a weapon in the character hands anymore?
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bond1
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Posted: 13th Jul 2023 07:55 Edited at: 13th Jul 2023 07:56
Quote: "I don't see the FIRESPOT bone, Is this not needed to set a weapon in the character hands anymore?"


No, no FIRESPOT bone anymore. The reason for that is the character creator skeleton was originally made for VRQUEST - a non violent software that doesn't have any guns. TGC decided to take a lot of the old character parts from VRQUEST and include them in GGM.

So instead, weapons are now aligned to the right hand bone, which is "Bip01_R_Hand".
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Posted: 13th Jul 2023 12:32
Even easier. Thank you.
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3com
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Posted: 13th Jul 2023 13:26
Quote: "So instead, weapons are now aligned to the right hand bone, which is "Bip01_R_Hand"."

Good to know it.
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mikeven
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Posted: 13th Jul 2023 13:34 Edited at: 13th Jul 2023 13:37
@bond1, thank you for this updated Blender version ( posted on 2023-July-12).
Just for the fun (because it is not my current workflow to import animated assets in GG Max) I tested the FBX export (according to your recommended settings) and that format works fine with my modelling applications ( Marvelous Designer, Metasequoia , Shade 3D , etc. ) and I may say that your FBX model is nicely compatible with those softwares to create animated/static assets for GG Max as shown with those screen captures.

However for the animated model, I noticed anomalies in the asset importer of GameGuru Max (build 2023-06-27) : the labels of the materials are mixed and the number of frames is not correct [ GG Max shows 70 frames while I edited 60 frames ] ). But I think that those anomalies have nothing to do with your model.





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bond1
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Posted: 13th Jul 2023 17:02 Edited at: 13th Jul 2023 17:03
@Pirate Myke - One more thing to be aware of with weapon alignment. While the old FIRESPOT bone was located in the character's palm, the pivot location of the Bip01_R_Hand is located at the character's wrist. So you will likely need to offset the pivot of any custom weapon so that it is held in the palm area, rather than glued to the wrist.

@mikeven Very cool to see what you're doing there! Unfortunately, I've never used ANY of that software, so I'm afraid I can't be much help. I've only tested the exports from 3ds Max and Blender. I will say that I have never seen any two FBX exporters work exactly the same way. So it may be worth a shot to experiment with the export settings in your software. It looks like you're 95% there already though!
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Posted: 14th Jul 2023 00:55
Thank you for more info.
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bond1
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Posted: 14th Jul 2023 06:44 Edited at: 14th Jul 2023 06:45
Hello everyone! I've added FBX templates for the FEMALE base model to the first post. Templates available for both Blender and 3ds Max.

Now let's see some giant-boobed custom female characters lol.

3com
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Posted: 14th Jul 2023 09:06 Edited at: 14th Jul 2023 09:13
Quote: "Now let's see some giant-boobed custom female characters lol"

I really need a woman like that in my life. lol
Thank you

Edit: This thread should be sticky btw, by just my thought
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Pirate Myke
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Posted: 15th Jul 2023 01:21


Is this correct? I converted some dbo files from character creator to folder into 3ds max. they are x files now.
The body parts are on the 0,0,0 point in 3d space, but the accessories come in at a higher height.

Still trying to figure out the position for parts to assemble correctly in the character creator.
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bond1
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Posted: 15th Jul 2023 02:01
@Pirate Myke - I've never tried to go entirely in the reverse direction like you describe such as DBO>X>3dsMax. I'm guessing some odd misalignment is taking place during the conversion. You would just need to move down the accessory parts like the beard and hat into the proper place on the character.

All CC parts at the time of export, should line up with the respective body part and/or bone. For example, for the parts shown in your pic, this is what it would look like prior to export, also a pic showing an x-ray view for skeleton reference. Each part gets exported individually along with the ENTIRE skeleton - it should be exactly 60 bones.


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Posted: 15th Jul 2023 02:18
I see. Thank you.
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SOLO DESIGN
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Posted: 15th Aug 2023 13:54
Hi,
Anymore news on this step by step tutorial guide??

This will be excellent if we could make our own NPC characters in GGM

Many thanks
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MK83
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Posted: 15th Aug 2023 14:44
Quote: "Hi,
Anymore news on this step by step tutorial guide??

This will be excellent if we could make our own NPC characters in GGM

Many thanks"
yea what he said.
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bond1
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Posted: 17th Aug 2023 19:04
Sorry guys, every time I try and hunker down and make a tutorial something has come up and I get sidetracked. Plus, the people that have emailed and PM'd me seem to be getting along just fine with the templates other than a few minor issues, so I kind of figured maybe a full blown tutorial wasn't needed.

I'll try and get the tutorial out soon, I promised it, so I feel obligated to finish it
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Posted: 18th Aug 2023 10:35
Thanks bond1, it just would answer a lot of questions I am sure we would all have trying to do this with just the templates... and very little knowledge of Blender.
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bond1
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Posted: 18th Aug 2023 11:39
Quote: "Thanks bond1, it just would answer a lot of questions I am sure we would all have trying to do this with just the templates... and very little knowledge of Blender. "


And this is where I fear folks will be disappointed. I have very little knowledge of Blender myself. I have just enough knowledge to make the templates and make sure that they work with GGM. Most of the tutorial will be centered around GGM and the high-level stuff on how to export the character in a way that will work with the CC. If anything, most of the tutorial will be me using the 3ds Max template, although I will demonstrate the process in Blender too. But it definitely will not be a Blender character modelling and skinning tutorial. It will solely be focused on the GGM-specific stuff that artists need to be aware of.
SOLO DESIGN
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Posted: 18th Aug 2023 13:45
Hi bond1 -
Just exporting from Blender a character to work with CC would be better than anything we have now and much appreciated.
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bond1
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Posted: 18th Aug 2023 14:44
@SOLO DESIGN I'll be trying to keep it software agnostic, but I'll also try and demonstrate as much as I can using Blender when possible.
bond1
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Posted: 24th Aug 2023 02:40 Edited at: 24th Aug 2023 02:42
Rather than ramble on making a video tutorial, I've attached a supplemental Artist Guide for creating your own CC parts that fills in the missing pieces not mentioned in the PDF that is included in the guides folder. If I missed anything or something is not clear, you can ask here, PM me, or email me at mjblosser@gmail.com.

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SOLO DESIGN
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Posted: 24th Aug 2023 10:58
Great! thanks bond1
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Pirate Myke
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Thank you.
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