Votes
25
Product:
Character Creator 4
Version:
4.0
Status:
Active
Issue 8534
Morphs for custom characters
We need the ability to create and import morphs in the Character Creator 4.x software:
So we need this for:
1. custom characters
2. props
3. accessories

In particular, the following functions are needed for custom characters:
1. full body morphs
2. facial expression morphs

The morphs should be able to be imported in the following ways:
1. from morphs contained in fbx-files
2. from obj-files, without objkey-files

The custom morphs should be animatable in iClone 8.x.
OS: Windows 10
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Submitted byMetrantor
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COMMENTS (6)
6to9games
Ye, I‘m kinda shocked how a company that wants so much money for its software has such a bad support for such a basic feature. Making a morph in blender is literally 3 klicks. :/
Oh well that influenced my purchace decision alot.
4u2ges
@joao.henriques The problem is, that we HAD morphs import support with 3DX (not perfect, but still) for imported props, non-standard characters and even a workaround to import multiple full body morphs for standard CC3 characters (through FBX prop replica of the CC3 character). With introduction of CC 4, most of it is gone (I am not talking about Expression Morphs here). 

There is no way to import morphs with non standard characters and props. Even if you convert the prop with morphs to iProp format in 3DX and try to bind those morphs in iClone 8 Morphs Creator, it just ignores those morphs. Yes, you still can do it with OBJ files in Morphs Creator. But this is a long and not as stable process as importing morphs through FBX.

So it is a valid request to reinstate those bits of morphs support we had in IC7/CC3 and 3DX and IC7 Morphs Creator.
hhiiffii
" When you want to convert your custom characters, which are made in other 3D editing tools, for use in iClone as a Humanoid character, then you need to first Characterize the custom model in Character Creator.

The characterization procedure maps the custom bones of the models to be under the control of the RL bone structure.

In the Converting Models to Humanoid Characters procedure, you are mainly mapping the Body bones to the standard bone structure in order to apply motion-related features to the character in iClone.

However, if you want a Humanoid character to be able to have facial expressions or spring effects, then you need to separately map the unused bones as Facial, Jaw and Eye bones (for facial expressions) or Used bones (for spring effects or setting motion layer keys).

 In addition to the body motions, a Humanoid character now can also talk (with lip-sync data) and act out bone-based facial expressions. To start defining the parameters for your character's facial animation, you first need to designate the facial bones of the character and give it a correct hierarchy grouping. Then map facial bones to the eyes. After this, your character will be able to animate its eyes easily.

Characters with more facial bones other than the bones mentioned above, allow for more complex and detailed facial expressions after being converted to iClone."

All of the above is from the manual and leaves users the impression that this works for all Humanoid Characters. This should be a technical issue not a new feature as it is clearly shown as available in CC4,
joao.henriques
This kind of request exists since the beginning of times! It will never be implemented!

If you want to use Realistic Models in games forget CC4 and iclone, Daz or Blender and Unreal are your best an only option (RL models don't even have correct anatomy...).
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