Cc3 Blender Tools Versions Save

Add-on for importing and auto-setup of character creator 3 & 4 and iClone 7 & 8 character exports.

2_0_7

1 month ago

2.0.7

  • Attempts to restore datalink when reloading linked blend file.
  • All returning datalink operators will attempt to first reconnect if not connected.
  • Facial expressions included in datalink send pose and sequence. (But not visemes)
    • Currently certain expression bone movements are conflicting with existing bone movements.
    • You may wish to avoid the Head_Turn expressions as a consequence.
  • Character Proportion editing mode added to CC/iC Create panels.
  • Spring bone hair binding will add an armature modifier for the hair object if absent, to allow binding for newly created hair mashes.
  • Scale body weights now acts on the normalized existing hair weights.

2_0_6

2 months ago

2.0.6

  • Restored Rigify retarget limb correction utilities.
  • 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.