Hi MaxMax7933, To convert a garment of any kind into an accessory in CC4, nothing could be simpler: select the desired garment on your character, go to the Edit panel, the first tab, and choose ‘Convert to Accessory’ (it's the ‘glasses’ icon with an arrow, just below the ‘Transfer Skin Weights’ icon) Don't forget to apply the ‘Convert Original Shape’ option. Once your garment has been converted into an accessory, you can export it to Blender or Zbrush. Please note, however, that with Zbrush, you can use the ‘GOZ’ plugin to transfer your garment, modify its morphing in Zbrush, and re-import it almost seamlessly... I think there's even a function for doing the same thing in Blender (a CC4 transfer plugin). In any case, to avoid the inconvenience of automatically adapting clothes to characters who are not ‘neutral’ and whose build is different from ‘neutral base male or female’ characters, it's better to keep the original model (shape), modify it according to the build, reimport it and apply the original skinweight (with a few modifications).
Hello sir, sorry i've bought this Amazing pack from Reallusion, but when i am Importing it for some tests inside Unreal Engine, apparently there's a Problem with LowPoly base mesh of Only the Coat (Not other Parts) Everything is fine but the Coat. do you have any Solution?
Hello, I replied to you through the RL messaging system. Have you finally found a solution? (I think so, according to your last user comment). But don't hesitate to ask me just in case...
مرحبا فريد هل مقطعك هذا سيفيدني في حالة ان اللباس كان لباس جندي روماني مع دروع الجسد وغيرها؟؟ حصلت على اللباس الكامل مجانيا من موقع سكش فاب لكن اللباس سيء للغاية من تناسقه مع الحركات والجسد فهل ممكن تفيدني؟؟
Hi wa marhaba bik ya peacekeeper6799. It all depends on the mesh and its design, but yes, you can adapt any garment. However, for the skinweight transfer technique... I'd advise you to use a template provided in CC4... and do the adjustment work using the "skinweight" tool and the brush... it's not the easiest thing to do, especially if the mesh is complex, but you should be fine. The next step is to balance the skinweight using extreme poses. The "smooth" brush can help in some cases, but in general, you need to be very careful that parts of the garment are correctly balanced.
Hi Mr H Makes...Yes and thank you for your interest. I have started to gather documentation on the subject... For the moment, I have switched to the Kriegsmarine (WW2) and in particular to the personnel serving on U-boats. But of course the famous "Tommy" has its place with the "Poilu". I hope to be able to start the realization of the complete uniform very soon.
Hi! I understand... especially as version 4.2/4.3 was... buggy in exactly that respect, and I had to go through CC3 to get around this major bug.... The developers seem to have solved the problem with the new 4.4 update. One more tip, especially if you have a very dense mesh... try using a proxy. Let me explain: reduce (on your favorite software, don't worry about whether unwrapping will be preserved: it's not necessary and you'll understand why afterwards) the number of polygons in your mesh... then import it into CC4. Perform the skinweighting (and it's much easier when there are fewer polygons!), frequently using the "smooth" tool (it's more effective with very low poly). Once you're happy with the results, save your reduced "cloth" somewhere in your content. Then, instead of the usual templates, apply the previously saved garment file. CC4 will only apply the saved skinweight "design" to your original garment. I frequently use proxies for complex drapes... otherwise, it would be technically impossible with CC's interface, which still doesn't allow you to import skinweighting from your favorite 3D software (which are better suited to the task!).
Hi Thank you for this awesome video ,
Hi! Thanks! I Hope that help you in your project!
How to convert cloth to accessory like you have on 04:14?
Hi MaxMax7933,
To convert a garment of any kind into an accessory in CC4, nothing could be simpler: select the desired garment on your character, go to the Edit panel, the first tab, and choose ‘Convert to Accessory’ (it's the ‘glasses’ icon with an arrow, just below the ‘Transfer Skin Weights’ icon) Don't forget to apply the ‘Convert Original Shape’ option.
Once your garment has been converted into an accessory, you can export it to Blender or Zbrush.
Please note, however, that with Zbrush, you can use the ‘GOZ’ plugin to transfer your garment, modify its morphing in Zbrush, and re-import it almost seamlessly...
I think there's even a function for doing the same thing in Blender (a CC4 transfer plugin). In any case, to avoid the inconvenience of automatically adapting clothes to characters who are not ‘neutral’ and whose build is different from ‘neutral base male or female’ characters, it's better to keep the original model (shape), modify it according to the build, reimport it and apply the original skinweight (with a few modifications).
@@Pixel4Fiction Thanks, I’ve spent several hours to find out how to apply original weight paints, thank you for the response!
Hello sir, sorry i've bought this Amazing pack from Reallusion, but when i am Importing it for some tests inside Unreal Engine, apparently there's a Problem with LowPoly base mesh of Only the Coat (Not other Parts) Everything is fine but the Coat. do you have any Solution?
Hello, I replied to you through the RL messaging system. Have you finally found a solution? (I think so, according to your last user comment). But don't hesitate to ask me just in case...
مرحبا فريد
هل مقطعك هذا سيفيدني في حالة ان اللباس كان لباس جندي روماني مع دروع الجسد وغيرها؟؟
حصلت على اللباس الكامل مجانيا من موقع سكش فاب لكن اللباس سيء للغاية من تناسقه مع الحركات والجسد
فهل ممكن تفيدني؟؟
Hi wa marhaba bik ya peacekeeper6799. It all depends on the mesh and its design, but yes, you can adapt any garment. However, for the skinweight transfer technique... I'd advise you to use a template provided in CC4... and do the adjustment work using the "skinweight" tool and the brush... it's not the easiest thing to do, especially if the mesh is complex, but you should be fine. The next step is to balance the skinweight using extreme poses. The "smooth" brush can help in some cases, but in general, you need to be very careful that parts of the garment are correctly balanced.
Thanks for the tut! Do you have any plans to do any British WW1 soldiers?
Hi Mr H Makes...Yes and thank you for your interest. I have started to gather documentation on the subject... For the moment, I have switched to the Kriegsmarine (WW2) and in particular to the personnel serving on U-boats.
But of course the famous "Tommy" has its place with the "Poilu". I hope to be able to start the realization of the complete uniform very soon.
@@Pixel4Fiction wonderful! I look forward to it as I have a project in mind and your assets and their customisable morphs will be perfect!
I always atruggle with skin weights. I always get these huge spikes. Then try and resolve but just doesnt go away. In the end its always a mess :(
Hi! I understand... especially as version 4.2/4.3 was... buggy in exactly that respect, and I had to go through CC3 to get around this major bug.... The developers seem to have solved the problem with the new 4.4 update.
One more tip, especially if you have a very dense mesh... try using a proxy. Let me explain: reduce (on your favorite software, don't worry about whether unwrapping will be preserved: it's not necessary and you'll understand why afterwards) the number of polygons in your mesh... then import it into CC4. Perform the skinweighting (and it's much easier when there are fewer polygons!), frequently using the "smooth" tool (it's more effective with very low poly).
Once you're happy with the results, save your reduced "cloth" somewhere in your content. Then, instead of the usual templates, apply the previously saved garment file. CC4 will only apply the saved skinweight "design" to your original garment. I frequently use proxies for complex drapes... otherwise, it would be technically impossible with CC's interface, which still doesn't allow you to import skinweighting from your favorite 3D software (which are better suited to the task!).
Headache headache and headache 😑😑😑
doughhhhh boy...
not dug.