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Package for importing and auto setup of Character Creator (3 & 4) and iClone (7 & 8) character exports for Unity Built-in (3D) Pipeline.

License: Other

C# 47.76% ShaderLab 52.24%
unity unity-package unity-3d character-creator

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cc_unity_tools_3d's Issues

On import no material settings are displayed

Dear soupdays,

after installing version 1.4.3 unity somehow lost the ability to display the content of CC/iC Importer window. I tried in older 2021.3 versions, tried changing graphic API to vulkan, DX12 and openGL with no luck.
On macOS it works just fine (unity 2021.3.16f1), so I'm guessing something went south with C#.. Anyone any ideas how to resolve this issue?
Many thanks in advance

Unity 2021 3 16f1 Personal DX11 21 12 2022 11_13_20

Doesn't Install via Unity Package Manager

Using Unity 2021.3.3f1 the package doenst install via the package manager with the following error:

[Package Manager Window] Cannot perform upm operation: Unable to add package [https://github.com/soupday/cc_unity_tools_3D.git]:
No 'git' executable was found. Please install Git on your system then restart Unity and Unity Hub [NotFound].
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()

I have Git for Desktop installed in C:\Users\myName\AppData\Local\GitHubDesktop\GitHubDesktop.exe

I also have that path variable setup to C:\Users\myName\AppData\Local\GitHubDesktop is my environment variables

Restarted Unity many times but the process does not work. I've had git repositories import fine into Unity previously.

Breast and Genital

Hello, I would like to know why I don't have BlendShapes to manage the breasts and the pubic area while on CC3 I have everything. If not, how can I get it on unity ?

Thanks in advance.

Eyes opacity

Thanks for the plugin!
When building the materials for the character it doesn't take into consideration the opacity of the eyes. As in CC4 I have an opacity of 15 for the eyes, while in Unity looks full opaque.
How to reproduce this: In CC4, lower the eyes opacity and then import the character to Unity.

eyes

Issues with certain Blendshapes in Unity

Hi @soupday,

after importing into Unity using the recent version 1.4.3, I am having issues with certain Blendshapes.
Here's a quick video sequence on how it looks like: https://www.youtube.com/watch?v=gp5h0Yx3AeE.

As can be seen when changing e.g. the Brow_Raise_Outer_R the eyebrow stick and don't move according to the face.
Also opening the mouth does not work as intended.

Thanks in advance & I highly appreciate any help (probably it is just a simple setting I am missing),
Jacky

Bake is failing

When trying to bake a character this error appears and the bake stops. Not sure yet wat caused the missing value.
The build materials seems to work fine. No errors. Any thought where I need to look for solving this issue?

Regards Willem-Jan

ArgumentNullException: Value cannot be null.
Parameter name: texture
UnityEngine.ComputeShader.SetTexture (System.Int32 kernelIndex, System.String name, UnityEngine.Texture texture) (at /Users/bokken/buildslave/unity/build/Runtime/Export/Shaders/ComputeShader.cs:33)
Reallusion.Import.ComputeBake.BakeThicknessMap (UnityEngine.Texture2D thickness, System.Single thicknessScaleMin, System.Single thicknessScale, UnityEngine.Color subsurfaceFalloff, UnityEngine.Texture2D baseMap, System.Boolean invertMap, System.String name, System.String kernelName) (at Library/PackageCache/com.soupday.cc3_unity_tools@eb2942ae9a/Editor/ComputeBake.cs:2175)
Reallusion.Import.ComputeBake.BakeSkinMaterial (UnityEngine.Material mat, System.String sourceName) (at Library/PackageCache/com.soupday.cc3_unity_tools@eb2942ae9a/Editor/ComputeBake.cs:803)
Reallusion.Import.ComputeBake.BakeMaterials (System.Boolean hairOnly) (at Library/PackageCache/com.soupday.cc3_unity_tools@eb2942ae9a/Editor/ComputeBake.cs:353)
Reallusion.Import.ComputeBake.BakeHQ () (at Library/PackageCache/com.soupday.cc3_unity_tools@eb2942ae9a/Editor/ComputeBake.cs:279)
Reallusion.Import.ImporterWindow.BakeCharacter () (at Library/PackageCache/com.soupday.cc3_unity_tools@eb2942ae9a/Editor/ImporterWindow.cs:1171)
Reallusion.Import.ImporterWindow.OnGUI () (at Library/PackageCache/com.soupday.cc3_unity_tools@eb2942ae9a/Editor/ImporterWindow.cs:372)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition) (at /Users/bokken/buildslave/unity/build/Editor/Mono/HostView.cs:442)
UnityEditor.DockArea.DrawView (UnityEngine.Rect dockAreaRect) (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:387)
UnityEditor.DockArea.OldOnGUI () (at /Users/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:378)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:372)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:687)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:659)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:652)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:618)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:607)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:535)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Events/EventHandler.cs:151)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Events/MouseCaptureDispatchingStrategy.cs:88)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs:381)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs:344)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs:306)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs:270)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs:75)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs:372)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/EventDispatcher.cs:222)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/Panel.cs:417)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:468)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:211)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:74)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at /Users/bokken/buildslave/unity/build/ModuleOverrides/com.unity.ui/Core/UIElementsUtility.cs:28)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)

Issue with converting normal maps

When converting normal maps in Unity (atlasing normal maps for example) the normal maps get wrong color. This is due that temporary the calculation needs to be done in normal color space not in normal mode. The RLEditor.cs script I guess forces the map to be identified as normal map this causes mis calculation with normal maps.

You can disable the auto conversion in this menu
image

Could we find another way. People maybe get confused why normal maps are suddenly broken. For us it took a while to figure out why suddenly the normal maps are broken

Building Materials In Unity3d Core Doesn't Give Correct Result, Yet HDRP Does

Hi!
I'm having issue building materials in Unity3d Core, it gives me a messed up result. I kinda need it to properly build materials in this version because I will be using other tools that only work in Core.

As you can see, everything works well in blender after exporting from CC4. My issue happens when I export the fbx file to Unity and try to build the materials using the plugin. I've tested the material building in HDRP and it works perfectly, is there any way I can achieve the same result in Core?

Photos Attached
Blender Works
Unity Model Broken

Rig error in Unity

I have an error in RIG's Import Messages in Unity when importing from Blender (CC/iC Importer 3D 1.4.4 and CC/iC Importer 3D 1.4.3)

Avatar Rig Configuration mis-match. Inbetween bone rotation in configuration does not match rotation in animation file: 'CC_Base_FacialBone': rotation error = 0.123391 deg

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