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AniRhythm

FBX Suggestions ?

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Hi All :)

 

I've been trying to come up with a solution for this for a while -  I think I've found one - but figured I'd post about it in case there was a possible solution I've missed.

 

 

My issue is that I work in iclone - we don't have a rigging set up,  but what we do have are characters we can customize - ie make more clothing for....we can export these characters as fbx,  and re-import them as fbx.

 

Problem is,  I can't import the fbx characters and their rigs to 3D Coat to customize without a host software.

I can't import the fbx skeleton / character to blender to host, ( breaks up the rig )  -  I have messiah,  but you can't import fbx there either.....  I can import to shade 3D for Unity - but their tutorials are very scarce and there is no applink ...so that's a drama to figure out.

 

any ideas on how to do this in a way that doesn't take a month of tutorials,  or 1,500 - $4,000 worth of software to host the rig so I can work on the mesh in 3D Coat ?

 

The only solution I've found so far is carrara 8.5 - even thought it doesn't have an applink,  it has a good selection of tutorials,  the process of skinning looks pretty straight forward - so in theory,  I should be able to update the mesh relatively quickly and affordably in comparision to all other softwares that can host.

 

would be great if we had an applink to 3DX5 pipeline. which is the module that allows us to import / export fbx to iclone.

 

Cheers :)

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Not sure if i understand you correctly, but 3d coat is a sculpting and texturing software.

There is no way to work with a rig or any other parts that are relatet to a rig like weightpaint informations.

 

You only could work with the mesh itself, thats all. After the export you have to rig and weightpaint your model again.

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yeah,  but that's  part of the issue with iclone -  it's only for filming and rendering, and doesn't have rigging / weighting tools. 

We can modify mesh parts - which still works with 3D coat - but now I'm limited to basic tools since I have to observe a face count limitation in order to bring it back in without errors.

 

I'd like to take a rigged model,  and completely transform it in 3D Coat without the face count rules.   If I simply had a way to just host the rig while I work on the mesh in 3D Coat - it wouldn't be a problem. But I haven't come across too many 'simple' options.

 

Thank you :)

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Iclone can take in fbx from most packages that offer it -  that's what's cool about it - you can sketch out / animate render ideas super fast in iclone - but have to go 3rd party to create original models.

 for example....I converted one of their base characters to Godzilla - but because I'm just using obj exchange - I have to stay within their face count to not break the weightmaps etc.  But I can export and re-import fbx with the rig - I just don't know of a simple way to host it.  This was moded adhering to their face count rule and only obj export,  it would have been great to really dig in with detail in 3D coat.  I can export the rig, and keep the bone naming convention, heirchy - it specifically works with the iclone IK system - I just want to alter that mesh. izillaproject_zps55a0061c.jpg

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which btw,  this is as close as I could get it by sticking to the face count rules, and textures / bump maps   - the basic shaping in pic above was started in iclone.  fully rigged including facial.

 

godzilla2_zps50dfa2e3.jpg

Edited by AniRhythm

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I'm thinking maybe this could be a very cool feature to have, especially with game design going mainstream. 

 

Imagine a pre-rigged biped character ( or quad for that matter! )  that you can mod - already rigged, head to toe - including facial,  like a daz genesis character,  but customize it with 3D coat -  export it rigged to fbx ready for unity or any software that takes fbx.

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yes,  exactly that ....especially cool for makehuman. ..I have tools to make a rig,  but i'd rather just jump into modifying / molding a base mesh into something entirely new  and go right to iclone and filming.   It's really not necessary to start from scratch these days and would be a welcomed feature for those that just want to get right into shaping and texturing.......with pbr and stubstance textures going mainstream....that's becoming an art all it's own.

 

between this and - a tool that specializes on keyframe animation,  would be a welcomed feature to those that just want to focus on dressing up their characters and making them move - then exporting that data to their game or film software. -  machinima and game devloping!  ( or game modding! )

 

There are more noobs in the world wanting to make fun stuff without having to go dizzy figuring out blender - than pros  :D

Edited by AniRhythm

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