Added:
AccuRIG:Reallusion is committed to providing the best user experience for skin binding characters within AccuRIG. Via an intuitive user interface, AccuRIG walks the user through a series of simple steps that provide an immediate feedback on the skin bind/weight process.
This time around, impeccable solutions were implemented to handle multi-mesh characters wearing armor and accessories—especially the ability to retain hard-surfaces. At last, one can rely on Character Creator's comprehensive toolsets to handle all their needs of a post-bound, animation-ready character.
Target Mesh: Two binding methods are provided for items that are hard to skin such as armor, accessories, long skirts, etc. - Whole Mesh: Best for single mesh characters.
- Selected Mesh: Best for multi-mesh characters.
- Unbound meshes will convert to accessories if Selected Mesh is chosen. Subsequently, these accessories will be attached to the nearest bones.
Create Guide: Skeleton guides are placed by AccuRIG's proprietary algorithm. If the character comes with a premade skeleton, then the corresponding guides are created to save time in production. Number of Fingers: Select number of fingers to accuratly rig different hand types. Mask: Masked bones will be overlooked during the rigging procedure and bind process for irregular characters. Generate Skeleton: Generate bone positions according to the placement of the guides; bones can be repositioned for new skin binding. Bind Skin: Calculate the skin weights based on bone positioning. Check Animation: Test animations can be applied to bound characters to preview skin weight efficacy. One can switch between rigging and test mode to iterate on the skeleton. Gizmo Display Setting: Guide and bone gizmo size and color can be modified to improve visibility. Display Placement Diagrams: Instructional guide display can be toggled on/off to free up space in the viewport and enlarge the work area. Switch View Target: Different camera angles are provided for better inspection to facilitate the accurate place of guides/bones. - Toggle Orthogonal: Switches between perspective and orthogonal view.
- Frame Character: The camera centers on the entire character.
- Frame Right Hand: The camera centers on the character's right hand.
- Frame Left Hand: The camera centers on the character's left hand.
It works with CC camera switch for different viewing angles (hotkeys: A, S, D, F, G, J).
Mirror: Provides convenient mirroring to expedite guide/bone positioning. - Right to Left: Mirrors the right-side bones to the left side.
- Left to Right: Mirrors the left-side bones to the right side.
- Selected: Mirrors the selected guides or bones to the other side.
Transform Type: Bone translation methods: - Selected: Moves the selected bone only.
- Hierarchy: Moves the bone along with its child bones.
Midpoint Placement: two guide snapping methods to situate guides in the most optimal locations (especially for overlapping mesh bodies). - Whole Mesh: Factors in all of the mesh in the viewport when calculating the midpoint.
- Front Mesh: Only considers the nearest mesh to the viewport when calculating the midpoint.
Save/Load Bone Profile: Guide and bone positions can now be stored and read with INI files. Restore Bind Pose: The Bind Pose can now be restored for Standard characters and characters used in AccuRIG.Optimize and Decimate: For crowd characters, three aggressive LOD reduction methods are provided to optimize bone count, polycount, textures, and facial expression data. These methods significantly shorten the time to produce LOD characters. In addition, customizable optimization settings can be used for specialized streamline requirements. These customizable settings can be stored for repeated application.
ActorBUILD (near to mid-distance): - 30 characters per scene.
- 7k polycount, 4K texture resolution, 101 bones.
*Use ActorBUILD option to turn CC avatars to Game Based topology; it retains simplified facial animations and 101 bones for application compatility aimed at crowd simulation.
LOD1 (mid-distance): - 50+ characters per scene.
- 7k polycount, 1K texture resolution, 54 bones.
LOD2 (far): - 100+ characters per scene.
- 800 polycount, 512x512 texture resolution, 22 bones.
Three character optimization templates are provided: ActorBUILD, LOD1, and LOD2 to streamline the character's bone count, polycount, texture settings, and facial expression data. Several configurations for the bone count, polycount, texture settings, and expression data are provided to fulfill the needs of our users. Furthermore, custom LOD1 and LOD2 templates along with custom facial bones can now be stored. Optimize and Remesh: Added two mesh reduction methods: - Optimizer: suitable for mid-distance characters with complex meshes and materials; it also keeps complex model structures.
- Remesher: suitable for faraway characters with a single mesh and single material.
Hand poses can be replaced with static meshes when all finger bones are removed with gesture options None, Default, or Current for mesh replacement. Texture size for each channel can now be adjusted or removed. One can decide to keep or remove morphs for Eye Rotate, Head Rotate, Jaw Open, and facial expressions. Subdivision Export: Characters with skin weights and animation can now be subdivided for significantly higher quality in applications such as Unreal and Omniverse. Subdivisions are supported for FBX, OBJ, and USD formats. Smart Content Manager: - Exporting and importing Tags for sharing and rebuilding the content library on another machine.
- Exporting and importing custom packs to backup custom pack info and physical files.
- Legacy content can now be downloaded when the program is downgraded.
- Animation Tags can now be used for search in the Content Manager.
Enhanced:
GoZ: Added a slew of supporting features for GoZ to improve the linkage between CC and ZBrush. These features include the following: - Support for current poses.
- Matching character scales.
- Unified mesh.
- The current pose can now be brought into CC from ZBrush. This ability greatly empowers the CC to Zbrush pipeline.
- ZBrush models are now scaled by 100 to match the scale in CC upon GoZ transfer.
- CC models are now scaled to 0.01 to match the scale in ZBrush upon GoZ transfer.
- CC expression morph models are now scaled to 0.01 to match the scale in ZBrush upon GoZ transfer.
- Combines all ZBrush subtools into a CC character model as separated items.
Assign Morphable Hair Regions: Head hair can now react to facial expressions with morphable hair regions. Morphable hair regions can be manually assigned or can be quickly applied from a set of presets. Delta Mush/Source: The ccCloth topology can now be directly edited without having to reimport an OBJ model file. DaZ Genesis 8.1: CC Transformer can now support Genesis 8.1 characters and is compatible with all RL content resources. ActorScan, ActorBUILD, and AccuRIG characters can now be transformed into Epic Skeletons. Guides and bone gizmos will now resize according to the mesh scale. Focus camera will adjust distances based on the target mesh scale. Using Auto Convert to transform an FBX character to a humanoid will also promptly handle its expression data. New Export Obj > Export All Textures option can export the normal, AO, and blend maps together to be properly read by iClone 8 and Character Creator 4. Multiple OBJ files can now be imported within the Facial Profile Editor. Unlike in the prior version of CC4, Physics will need to be enabled for the hair to intercept soft-body intercollisions. New Facial Profile Editor > Preference > Keep Motion / Remove Motion can now be used to keep or strip away facial animations upon entering the profile edit mode. Action Template > Create Prop is now available for GoZ imported objects. Skeleton joints are now visualized for motion-only FBX and BVH imports. New Grab Bind Pose is now available in the animation playbar (currently supports CC and AccuRIG characters). New Reset Bone Scale option is now available for CC FBX exports.Fixed:
Pressing the Shift key while scrolling the mouse will now properly zoom the camera view at a higher speed. Feedback Tracker ZBrush GoZ can not successfully transfer objects back into Character Creator with an application path containing special characters. Feedback Tracker The "Failed to Load File" error no longer appears when the following steps are taken: Feedback Tracker 1. Exporting an FBX character with an accessory.
2. Reimporting the said character into CC.
3. Detaching the accessory and saving it as a prop.
4. Importing the saved prop back into CC.
Removed foot sliding on BVH characters brought into CC from Blender. Feedback Tracker Fixed cache rewrite to remove TAA ghosting from prior camera positioning. Feedback Tracker Application ceases to crash from transferring visemes with FBX > Mesh with Expression Sequence option enabled. Feedback Tracker The ccCloth topology can now be directly edited without having to re-import an OBJ model file. Feedback Tracker Exporting an FBX of a CC1 or CC3 character that was just converted to CC3+ ceases to throw an error message. Feedback Tracker Using Send to iClone on Hair with morph data no longer crashes iClone. Feedback Tracker Accessory bones will no longer be recognized as character bones for LOD creation. This problem has led to the inability to load projects saved in iClone 8. Feedback Tracker