![]() ![]() If the import fails without warning, you could try exporting separate FBX files for your various clothes or hair meshes. You just need to adjust the layer numbers that determine the collision order of the meshes. Select your FBX file and in the next menu that pops up, select the fbxkey file of the body template that you used. Once the FBX in exported, you can bring it into Character Creator through the Create>Cloth, Hair, Acc. You just need to uncheck the "Add Leaf Bones" option in the Armatures portion of the options. Reallusion recommends exporting to FBX 2012, but Blender users could use the default FBX 7.4 binary. I just use a script I found online to remove vertex groups with zero weights. One more thing to note for Blender users is that you need to remove the vertex groups with "Nub" at the end or the import in Character Creator will fail. It also shows the transfer weights settings that I used. ![]() You can access the transfer weights from there as shown below. ![]() To do this, first select the body then shift-select the clothes and the go into weight paint mode. I bind the clothes to the armature and and do a basic skin weights transfer using Blender's transfer weights. To bring your clothes into Character Creator, you need to bind the clothes to one of the provided fbx body templates. Character Creator needs a mesh with UVs, so you could do a temporary unwrap just so that Character Creator will accept your meshes. Here is the low resolution topology.Īt this point it would be prudent to check if the clothes you made look good with your custom morphs, so I'm going to do a test export to Character Creator. I'm using Blender as my main DCC for this project, but most major 3D programs with the ability to export FBX files would work. Douglassoares, I'm not competing because I'm working for Reallusion on this launch as a demo artist.
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