Creating Your Own Morphs for Reallusion Character Creator
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- Опубликовано: 4 дек 2021
- This tutorial will show you the workflow for creating your own morphs in Character Creator. It is really very simple, assuming that you have the talent to edit or sculpt from the default character. We will be doing this in Blender, but any other mesh editing tool should work as long as you MAINTAIN VERTEX ORDER ON BOTH IMPORT AND EXPORT.
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For those of you having trouble now that Blender has updated the OBJ import and export method, here is the fix: ruclips.net/video/hgEcCHyVa9g/видео.html
Excellent tutorial! I needed this workflow to get custom morphs into CC and you laid it all out. Thank you!
Cool. I'm glad it helped. Good luck with your project!
Great video! I love that you not only cover what you need to do to create the morphs, but also cover what not to do and why. Keep up the great work!
Great job. Been looking and looking for this. Thanks
Cool. Glad it helped.
Thank you for explaining this in a concise straightforward way. I was really confused about the blender steps, and this helped me get through it. Thanks again
Excellent job explaining how to create custom morph sliders. Wish this video was easier to find. Thank you for taking the time to make this.
Thank you. Very clear explanations and useful.
really helpful!!!totally fit my need!especially the import and export part, actually solved my problem!
I've been looking for a video on this, CC4 is incredible. Thanks for posting this. I can now use AI to create a stylized character from a picture, and then use that as a template in blender to create these morphs.
OBJ file or decryption key corrupted. Please someone help me fix this dev mistake
Thanks!
great video, thx!
Thank you - and great username!
Thank you for the tutorial. Do you know if it's possible to add your own morphs to humanoid characters?
During the Import section, when I press Okay, the progress bar stop at Please Wait (42%) but the dialogue box remains open and the morph is not applied. Could this be a version/compatibility error?
Zbrush adds a little complication in that it uses the GoZ button to go back and forth. Extracting the binding pose_A in CC as the current pose really would help when adding clothing items or morphs etc. I'd love a video on just getting that bind pose A. Also, when I made a test morph I keep getting a DRM packing window that pops up every time I load a file that used my custom morph. What fixes that? I didn't use any other morph when making my own. I have an OBJ key file as well. Nothing works to make that message go away every time I load the file. The file loads fine and the morph works but that message is really annoying. Thanks for your reply on the other video.
If you are using the GoZ button, it's actually simpler and you would not use the workflow shown in this video. manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/09_GoZ/GoZ.htm You don't need to "extract" the bind pose - you get to pick either an A or T pose. When creating clothing items, you can export in any pose you like, but some sort of A or T pose is best when transferring the skin weights (turning it into a clothing item). I'm not sure what is happening with the DRM thing. Maybe you can search the forums and see if anyone else has had that problem. I've never seen it. Good luck!
It seems you can use any pose as the binding pose if you chose "use existing" You just have to make sure CC3/CC4 has the same loaded pose as you sent to Zbrush.
Can you use this technique for accessories and such? Like horns?
The short answer is...no. But, I figured out how and made you a video: ruclips.net/video/XVnBjkx871w/видео.html
Ha. That would be great if it didn't crash CC4 when I got to the final step
Hello there and thank you for your tutorials, they help a lot! But there's a question I have regarding custom morphs: I added a custom slider on my personal machine but when opening the file on my work machine it says 'slider not found' on opening. Is there a way of 'relinking' this morph/slider? the slider does not show up in the UI but the morph itself seems to be baked into the mesh. I'm thankfull for any help/input I can get and keep up the good work! cheers
Hey there! I'm glad my tutorials are helpful. I have seen this problem and also one where I am asked to "pack" my custom sliders every time I open the file. I'm still trying to work out the exact reason why the "pack" thing shows up, but your problem is probably a bit more straight forward. Your custom sliders are stored in a special folder on your computer. They would have to be copied to the same spot on the new computer. I'm saying this by memory so I might be wrong, if so I'll write you again after work when I can verify, but next to the slider there should be something to click on that will give you the option to open/view the directory that the slider is kept. I'm not sure if it is a gear icon or three dots or what. Try all the icons to the right of the slider and you should see the option in one of them. Once that directory is open, copy your sliders to the same place in the new computer. That *should* work.
P.S. if your work computer is running on a different license/account than your home, you might have to add the sliders to a pack, publish them to the marketplace for free, and "buy" them through the company account so the DRM transfers, otherwise you might get a watermark showing up when using the slider, I think. I don't have multiple accounts so I'm not certain, but it may happen.
In DAZ Studio, the app will NOT let you make HD Morphs; you are limited to working at "Base (LOW) Resolution," preventing you from creating detailed morphs. Is CC4 different? Thanks!
EDIT: Okay, so at the very end, you answered my question. :( However, is the resolution of CC figures any greater than the Base Res of DAZ models, thereby allowing more detailed morphs in the first place?
No, the base resolution of CC characters are about the same as the base Daz characters as far as mesh detail, and as you found out, morphs are only in base resolution. For performance reasons, it is typically much better to have the fine details encoded in the texture maps known as the "normal" map. This can be done with programs like Substance Painter, which CC has a pipeline for, or to some extent with the built in SkinGen system, which lets you layer multiple skin effects on top of each other.
@@0calvin Is there another (cheaper) app to use for editing Normal Maps, besides Substance Painter? Thanks!
You can use Blender for most anything you want to do in 3D, but it isn't exactly the most intuitive program on the planet. It is still worth learning how to get around in it, though. It comes in handy all the time.
I love this tutorial, It was very helpful, :) I do have an issue with cc4 when importing back the model from Blender... In the Morph slider editor I get an error "OBJ file or decryption key currupted" - I have followed your video, and I am not sure why CC4 not accepting the imported model key. Does anyone have any idea how to fix the issue?
I have managed to get it work using Blender OBJ Legacy import export as shown on this video - ruclips.net/video/ebgsHfYjCyQ/видео.html - does anyone knows how to make it work with the new blender obj?
I noticed that with the newer Blender OBJ import/export but I'm sorry to say I have yet to play with it enough to find out why it fails. I'm usually so busy that I just use the legacy method, but I'm sure that will eventually disappear so I'll have to figure it out eventually. As an alternative, there is also a CC Blender plugin that will do the import and export, so you can give that a try. It may be simpler. If you search my videos for "blender plugin" you should see how to install it.
@@0calvin Thank you :) I am sure that the new OBJ export should be superior to the legacy one otherwise why to bother, I am just not sure which tick box to tick.
@@yudayayuda4408 I agree.
@@yudayayuda4408 I've made a video just for you with the answer! Here is a shortcut to the conclusion: ruclips.net/video/hgEcCHyVa9g/видео.html
Where is the objkey? can find solution to export that! it not come with when export!
Make sure you are exporting the nude character in bind pose, not the clothed character in current pose. The key will be exported with it.