How Do I Export a Character For Another Computer?

I've been trying to figure out how to export a character for my client. He obviously does not have the same library as I have, and I understand that things like hair assets and HDRIs will not export. But I want the modifications I made, face/body sculpting etc to become a usable figure.

I searched the forums, tried the save as scene subset with everything checked, and it still throws up a lot of files missing on the client's computer.

To be clear, I want the changes baked into the character.

What is the solution to this? Has anyone figured out how to work with a client between 2 computers? Is buying all assets twice the only way?

Comments

  • 1) If you mean export to provide your client with the model, this is against the EULA, regardless of whether you have baked things in or not. They would need to have Studio and own their own copy of the assets you used (if purchased or made by someone else). You can then give them a scene that will load the figure with appropriate assets or save the customized figure as a morph asset which again will load properly for your client if they, too, own the assets.

    2) If you do a render or a video using the custom figure, this is allowable to present to your client.

  • FishtalesFishtales Posts: 6,162

    The client will need the same assets on his computer that you used to make the character.

  • 1) If you mean export to provide your client with the model, this is against the EULA, regardless of whether you have baked things in or not. They would need to have Studio and own their own copy of the assets you used (if purchased or made by someone else). You can then give them a scene that will load the figure with appropriate assets or save the customized figure as a morph asset which again will load properly for your client if they, too, own the assets.

    2) If you do a render or a video using the custom figure, this is allowable to present to your client.

    I'm trying to do things by the book, so thanks. Basically I understand that I can modify a base model, say Olympia, save as a morph asset and send it to them. Then they buy Olympia base, and they can use the modifications I made dynamically.

  • AbnerKAbnerK Posts: 718

    If you've got the modifications you can send the modifications to your client. If you're more specific about the help you want, the problems you're having someone will be able to help. It does all sound vague though. I get you don't know what you don't know but if you've got a clent then they must have some knowhow. 

  • glowleafglowleaf Posts: 15
    edited September 2019

    Yeah, the morph assets save as a 1.3Gb bunch of files. That's not useable over the internet at all. Thanks for the tip, but it doesn't seem to be the solution to this.

    @jimmac-donald, you know how it is. You tweak a character and make a hundred little modifications. The problem is that some sliders use third-party utilities, and all those dependencies need to be loaded in the project file. I was asking if there was a way to bake them all into a modifications file, without the need for those third-party utilities. For example body morph-tall-27%.

    Post edited by glowleaf on
  • jestmartjestmart Posts: 4,449

    The client must have the assets used, baking is against the EULA.  Does the client know you are not the originator of the models?

  • jestmart said:

    The client must have the assets used, baking is against the EULA.  Does the client know you are not the originator of the models?

    Again, I'm not talking about him not having the assets. I'm talking about the modifications to the model that require third-party utilities, so that he can get the model but not the utilities. However, I know I'm not being specific, so thanks anyway.

  • p0rtp0rt Posts: 217

    use the same way you create a charector preset, and everything should save

    save as/support asset/figure props assets

    then after, load the figure up, and save it as a charector preset

  • p0rt said:

    use the same way you create a charector preset, and everything should save

    save as/support asset/figure props assets

    then after, load the figure up, and save it as a charector preset

    Saving as a new figure/prop is unlikely to be correct - and might well be a breach of copyright.

  • p0rtp0rt Posts: 217
    edited September 2019
    p0rt said:

    use the same way you create a charector preset, and everything should save

    save as/support asset/figure props assets

    then after, load the figure up, and save it as a charector preset

    Saving as a new figure/prop is unlikely to be correct - and might well be a breach of copyright.

    who know's, I have never uninstalled asset's to find out if they are saved in a figure proper asset file

    the copyright is an issue for the OP and they should have thought about then when quoting the bill to the client

     

    the morphs are probably included, as you have todo the figure prop asset save before you can convert a scene charector, using the genesis 3 to genesis 8 charector converter

    Post edited by p0rt on
  • Quite aside from the copyright issue, for distribution, saving a new asset when it isn't appropriate is not a good idea for general use as it can lead to issues in use on the original system.

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