Are "HD" models exportable to Character Creator 3?

HonzoHonzo Posts: 193

Are "HD" models exportable to Character Creator 3?

I see that some characters come with HD add-ons, but I know that some other software is finicky about having the standard vertex count and vertex order in order to preserve compatibility with their rigs and morph sliders. CC3 is supposed to be Daz-friendly, but can it use HD models? (I'll try to ask over at Reallusion, but they are very slow to respond).

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,754

    No, the HD tech used to create them is native to Daz Studio only.

  • HonzoHonzo Posts: 193

    No, the HD tech used to create them is native to Daz Studio only.

    So there's more to them than just more quads? Like what?

     

  • Seven193Seven193 Posts: 1,080

    The HD morph isn't exportable, but I'm sure you can export the HD geometry (the result of the morph).

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,204
    edited June 2020

    I am only on

    sorry typo

    iClone 6 pipeline 

    but the way I do it with creatures at least (humans far harder) is do an obj export and reimport, delete parts with geometry editor and create skin outfit I conform, using the transfer utility then move eyes and mouth parts and use the rigging tool rightclick bake rotations.

    Post edited by WendyLuvsCatz on
  • HonzoHonzo Posts: 193
    edited June 2020

     

     

     

    I am only on iClone 7 etc but the way I do it with creatures at least (humans far harder) is do an obj export and reimport, delete parts with geometry editor and create skin outfit I conform, using the transfer utility then move eyes and mouth parts and use the rigging tool rightclick bake rotations.

    So, in iClone7 you can import non-standar meshes and rig them in the application? I don't have iClone because I'm not doing animation, but I do use CC3 sometimes and it wants the vertices to be standard for any human it imports. I was kind of wondering if the HD system in Daz actually replaced the standard G8 mesh with one that had more polys, or if it was a kind of clone laid over the standard mesh like a suit. Then if the original mesh were invisible, the HD 'suit' could basically follow it around, but not break any rules for figure geometry, since it wouldn't actually be a figure. I came across a blog post about exporting figures from Daz, sculpting them in Blender and sending them back to Daz, but in it the guy just adds a subdivision modifier to sculpt in higher resolution, then removes it before sending it back to Daz. So, I guess from this, Daz definitely wants vertices to be in the right order and the right count, which makes me wonder how HD meshes work.

    Post edited by Honzo on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,204
    edited June 2020

    I made a very bad typo sorry 

    am on iClone 6 pipeline 

    I don't have CC3

    I import actual DAZ mesh in 3DXchange 6 not CC adaptations

    it only does what the FBX is which by default is base hence the rerigged skin "clothes"

    Post edited by WendyLuvsCatz on
  • HonzoHonzo Posts: 193

    I made a very bad typo sorry 

    am on iClone 6 pipeline 

    I don't have CC3

    I import actual DAZ mesh in 3DXchange 6 not CC adaptations

    it only does what the FBX is which by default is base hence the rerigged skin "clothes"

    Thanks for the clarification. I'm just now trying to export a figure to Blender in FBX format, but clearly I don't have the right settings because she's all twisted and distorted, even if I just try to export an A-pose stock G8F.
    If this doesn't work, I'll try CC3, but since I want to end up in Blender anyway, I hope I can skip that step.

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