Fix to Blender 4.1 import crash caused by 4.1 removing auto-smoothed normals.
2_0_5c
3 months ago
2.0.5c
Fix to converting generic objects to props.
Fix to baking value textures back to CC4 when exporting converted props and humanoids.
Datalink data send rate synchronization improvements.
Rigify retarget and NLA bake options to bake to FK/IK/Both.
Rig FK/IK mode set appropriately, unchanged when baking to 'Both'.
Quick FK/IK switch button added to rigify mini-panel.
Send Rigified pose or sequence fix.
Rigify Jaw alignment changed to -Z.
2_0_4
3 months ago
2.0.4
Linking/Appending:
Added linking/append functions to auto-link to characters in blend files with full character data and functionality.
Added connect function to re-build character data for linked/appended characters.
Added custom properties to armatures/meshes and materials to aid re-connection of character data.
Rebuilding materials will add this custom data to existing characters.
Auto-linked/Re-connected characters can use full add-on functionality i.e. rigging, retargeting, exporting, rebuilding materials, etc...
Rigify:
Datalink pose retargeting teeth position fix.
Eye bone and jaw bone alignments corrected.
Face rig jaw constraints adjusted for less lip deformation.
Parallax eye shader AO fix.
Basic materials SSS fixes.
Importing a bad or incompatible mesh should fail more gracefully.
2_0_3
3 months ago
2.0.3
Datalink:
Lighting and Camera sync.
Send Character (Go-CC) back to CC4.
Facial expressions and Visemes transferred in the pose and animation sequencing.
Animation sequence now writes to rig and shape-key action tracks directly using low level fast keyframing, all at once at the end. Which is much faster, for both native rig and Rigify rig.
Sequence rate matching so CC4 doesn't get too far ahead of itself.
Supports Morph editing and mesh updating for sending back morph OBJ for automatic morph slider creation in CC4.
Subsurface Recalculations (you may need to reset the preferences in the add-on prefs)
Export of Hue, Sat, Brightness params to CC4.
Fixed SSS material detection.
Fixed ActorBuild generation detection and export.
HIK and facial profiles copied with character export (if generated by CC4)
OBJ import/export fix for Blender 4.0.
OBJ import now supports full materials.
Fixed T-pose orientation when exporting Rigified animation.
2_0_2
5 months ago
2.0.2
Correction to malformed json texture paths when exporting character from CC4 directly to the root of a drive.
Disabled image search on FBX importer, should import a little faster now.
2.0.1
VRM import fixes.
VRM to CC4 export generates HIK profile for auto characterization.
Rigify fixes:
Face bone roll axis corrections.
Tongue bone meta-rig positioning corrections.
Teeth bone retargeting corrections.
2_0_1
5 months ago
2.0.1
VRM import fixes.
VRM to CC4 export generates HIK profile for auto characterization.
Rigify fixes:
Face bone roll axis corrections.
Tongue bone meta-rig positioning corrections.
Teeth bone retargeting corrections.
2_0_0
6 months ago
2.0.0
Blender 4.0 support.
WIP Experimental Data Link added:
Currently in alpha stages, more a proof of concept at the moment.
Bake add-on updated and merged into this project.
1.6.1
Object Management:
Generic material conversion better detects AO maps in Blender 3+
Transfer vertex weights with posed armature fix.
Empty transform hierarchy to Prop conversion puts bones in the right correct places.
Exporting rigified animations with parented armatures now excludes those armatures from export.
1_6_0_4
11 months ago
1.6.0.4
Fixed bake rigify retarget not assigning action to rig after baking
Removes facial expression bone drivers on Rigifying (caused cyclic dependencies)
Re-importing/rebuilding materials on a character will reload any texture images that are being re-used from existing or previous imports, just in case they have been changed on disk.
Except when the image has been modified by the user and has not yet been saved.
NLA Bake fix.
Fix Generic character import.
Spring rig panels show if character is invalid for spring rigging.
Expression drivers for bones only apply to CC4 Ext and Std profiles
Bone drivers for direct visemes Ah and Oh added.
Viseme bone drivers now excluded when Jaw drivers are disabled.
Export Rigified motion and Unity T-Pose generation fix.
1.6.0
Rigifying character keeps meta-rig and allows for Re-Rigifying the control rig from the meta-rig.
Useful for re-aligning bones, re-positioning face rig, etc...
First draft of (optional) Dual Specular skin shader (Eevee & Cycles) with specular micro details.
Added build options to generate drivers for Jaw, Eyes and Head bones from facial expression shape keys.
Added build option to generate drivers for all expression shape keys driven from the body mesh shape keys.
Which means only the expressions on the body mesh need to be updated/animated.
Fix to turn off vertex colours in hair materials when hair mesh has blank vertex colour data (i.e. all zero).
Facial Expression shape key value range expanded to -1.5 - 1.5 (except for eye look shape keys)
Characters exported with Mouth Open as Morph, now correctly detects the body mesh.
Fix to support sphere colliders in collisions shapes.
Some additional lighting arrangements: Authority and Blur Warm.
1_6_0_3
11 months ago
1.6.0.3
Fixed bake rigify retarget not assigning action to rig after baking
Removes facial expression bone drivers on Rigifying (caused cyclic dependencies)
Re-importing/rebuilding materials on a character will reload any texture images that are being re-used from existing or previous imports, just in case they have been changed on disk.
Except when the image has been modified by the user and has not yet been saved.
NLA Bake fix.
Fix Generic character import.
Spring rig panels show if character is invalid for spring rigging.
Expression drivers for bones only apply to CC4 Ext and Std profiles
Bone drivers for direct visemes Ah and Oh added.
Viseme bone drivers now excluded when Jaw drivers are disabled.
1.6.0
Rigifying character keeps meta-rig and allows for Re-Rigifying the control rig from the meta-rig.
Useful for re-aligning bones, re-positioning face rig, etc...
First draft of (optional) Dual Specular skin shader (Eevee & Cycles) with specular micro details.
Added build options to generate drivers for Jaw, Eyes and Head bones from facial expression shape keys.
Added build option to generate drivers for all expression shape keys driven from the body mesh shape keys.
Which means only the expressions on the body mesh need to be updated/animated.
Fix to turn off vertex colours in hair materials when hair mesh has blank vertex colour data (i.e. all zero).
Facial Expression shape key value range expanded to -1.5 - 1.5 (except for eye look shape keys)
Characters exported with Mouth Open as Morph, now correctly detects the body mesh.
Fix to support sphere colliders in collisions shapes.
Some additional lighting arrangements: Authority and Blur Warm.