Blender Pipeline #1 - Character Creator to Blender with Auto-Rig Pro - by Markom3D

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hello it's malcolm torsch here with real illusion now today what we're going to be talking about is using character creator 3 to create our character then exporting that character and bringing it into blender from there we're going to re-read the character using auto rig pro update the materials and then i'll show you a little bit on the animation tools so here i've loaded up one of the default projects and i'm just going to quickly show you around what character creator 3 can do so for instance if i come up here into the clothing we can expand shirts essential clothing and we can give him a top let's keep the cloth shape okay and now we can see that he's wearing a shirt now we've got a little bit of the belt poking through now that's a whole separate video and there's going to be a link in the description on how you can resolve those issues but i kind of just want to move forward with this and so we've got a wide range of clothing to choose from so for instance we can give him hot pants if we really wanted to and we'll delete his current pants by double clicking and delete look at those legs i might actually put some pants back on him but also we've got a lot of other features we can do so for instance if i select the character come up here into the top right hand corner and go to morphs we've got a hole we've got a massive selection of morphs we can change so for instance i could increase the arm we can actually change the arm lengths we can even change the types of shapes so we can give him a stronger arm so he's beefing up even more and we can give him skinnier arms like that now there is a massive wide range of the body but let's actually go in and check out the head so here we've got our heads and over here we've got a whole bunch of presets that re-illusion have already created so for instance we can actually merge two different heads together so this one 63 dh male head if i turn the slider up we can see how it combines the two heads we can come in and specifically change certain aspects of this head so for instance i'm going to increase the nose let's go shape we can make this nose there's no smaller but pinching it a little bit let's come down into the nostrils and what we can do is we can give him just some bigger nostrils and we can change the nostril height so maybe we can bring it up a little bit and then we can do nostril width just to make them a little bit wider there are just so many settings they can go in and change so change the chin depth and give it a little bit smaller chin a bit of an underbite we can come in and change the jaw size you know give him a little bit of a weaker jawline and you can see how much we've changed the face now for instance i want to change the hair i'm not a big fan of that hair let's jump into our meshes and then click on here i'm going to give him a bit of a man bun let's just change him around look at that now it just changes features he's got a bit of an overbite now as well so i've already brought that drawback and as well really cool feature in character creator 3.3 is if we come up into the makeup area click on miscellaneous and then we can actually come in and add some you know different paints we can even come in and change his beard what i might do just for funsies is let's give him a bit of a dirty face so i'm just going to double click on that and now i can see that that dirt texture is on his face that looks absolutely amazing we can even come into like the skin details and we've even got like look at this you can change the feet that's crazy elbow decals re-illusion have really gone all out in creating this now let's export this character so i'm going to go file export fbx closed character so our tool preset will obviously be blender we're just going to export the mesh not the mesh in motion just mesh now embedded textures i like to have disabled and the default pose we will keep as the a pose because if we leave it as a t pose what actually happens is it sets the character's rig to the t pose not the mesh so if we were to apply another rig to the mesh it will actually be sitting in the wrong location so let's go a pose export cc3 blender i'm just re-saving over it save yes please and there we've exported it now let's open up blender and at the moment i'm on 2.8 3.1 let's select the default cube and delete that default cube let's come up into the top and select file import fbx let's go to the location of our folder and all i'm going to do is just double click on it and there's our character now in blender so first off let's go about setting up the material so i'm just going to go into the viewport shading we're currently in eevee now it's a little bit off but that's fine we just need to fix up these textures a bit so let's start off with the top of the head so i'm going to select the hair and if we come into materials we can see we've got two materials with the scalp i'm going to come down into the bottom here and select our blend mode from opaque to alpha blend and let's turn on back face culling let's come back up the top and select our high ponytail material back down and this one's going to be alpha hashed if we go alpha blend we can see it kind of goes a little bit see-through it's come down to the bottom and we will go alpha blend again but we're going to turn off back face culling there we go that's looking really nice from here let's select our head and i'm just going to start off by doing the eyelashes and let's come down once again let's do alpha blend back face culling um we've got some eyeballs in here or sorry it's kind of like eye occlusion so it goes in front of the eyeball we've got two materials so once again we're going to do alpha blend back face culling let's select the other material alpha blend back face culling and we've got one little thing in here as well there we go which is called the tier line so once again we go into alpha blend back face culling let's go left blend mode alpha blend back face culling while we're here let's work on this material so at the top i'm going to go shading and change it from material to our eevee renderer i'm going to change our specularity to .001 and our transmission to 0.1 and so what that's going to do is kind of just make a little bit watery a little bit teary let's go back into our material select our other tier line and we'll do the same 0.1 0.001 and our transmission as 0.1 okay now let's actually work on our head material so let's select our body let's come to the top and select head so at the moment all we've got plugged in is our normal map down here and our diffuse up here what we're going to add in to start off with is let's give it some subsurf and so i'm going to give it just the ever so slightest bit i'm going to get .005 and we'll make the subsurf a little bit pinky color like so let's just quickly go to the render settings and what i normally like to do is turn on screen space reflections and we'll add in our refraction and i do like to turn on the ambient occlusion as well let's go back into material so down here i'm going to shift a and i'm going to click search type in image let's open up our image texture from here i'm going to press open and we're going to find our specular texture map so go to where we saved our character i'm going to click on textures cc3 blender which is what the what we called it from re-illusion cc3 blender again the body the head and our specular map let's put our color into specular and we'll change that to non-color you can see it does look fairly shiny but we'll fix that up in a sec i'm just going to select this texture shift d to duplicate and bring that down let's click the folder here let's click the folder and we'll open up our roughness and we'll throw that into our roughness and we can see that it goes full gloss let's just change that to non-colored data as well let's go shift a search and i'm going to type in invert there we go place one there shifty and place one in here there we go so that's looking so that's looking pretty good right there yeah that's looking fantastic and so if i zoom in here we can see the difference between our head material and our body material now this line here is because of our subsurf scattering so let me just quickly do the chest and the arms so that's looking pretty good we've got one material to add so i'm going to duplicate our specularity map open up our ambient occlusion let's now shift a search our mix rgb and we'll plot that one in there color goes into there srgb will change that to non-color data as well and we'll change the mix to multiply and that's just giving us a little bit extra ambient occlusion in there so now let's come in and we can see the difference between the head and the body so what i'm going to do is quickly set up this materials for the body and the arm there we go we can see that he's turned out amazing now let's go about rigging the character in auto rig pro so i'm going to click on solid mode let's just go into front facing what i'm going to start off by selecting the armature and select the armature down here viewport display and i want it to be in front so we're going to use this armature here as a reference point or as a guide so now when we come in and select all our meshes i'm going to press n to bring up side panel now before we start the rigging process what we need to do is actually lock down all our vertex groups now this is most important for our head and for our eyes as well this is because these bones here control parts of the face so for instance the eye bones will control the direction of the eyes and this bone in here i believe which is the jaw bone will control the mouth opening up and down so we need to keep those bones there if we want to animate the face so let's go back into object mode i'm going to start off at the top so i'm going to select the hair in our vertex group panel i'm going to press the drop down and enable lock all so now we've got all padlocks here let's press h to hide and then i'm going to go through the whole body and just lock all the vertex groups just in case we need to come back and reference them at any point and there we go so now we've got all those vertex groups locked now what i'm going to do is i'm going to select all our mesh press n to bring up the side panel and open up auto rig pro let's click the auto rig pro smart and get selected objects from here our armature has disappeared but if we come up here to the top right press the little hide in viewport display and now we can see it let's start zooming in i'm going to press add neck so we'll put that on our neck bone add chin we will guesstimate add shoulder we will put here out of wrist fairly straight forward root spine and our ankles there we go just down here from here i'm going to press go and what this will do is it will create the rig so i can see that it's not too bad i'm going to press numpad 3 and just kind of align everything up with how it was before now something very important to keep in mind is that this leg this line and the upper leg and the lower leg it's not best to have a straight line but to have it actually pointing a little bit forward so for instance this would be bad because what actually might happen is it might actually put the knee bone all the way back here so the knee would be bending the wrong way so what i'm going to do is actually just move it forward a smidgen just so we have that let's have a look is this bone down here in the right location yep that looks fine to me it's got a very slight bent forward that's good just like up here as well we've got the same issue so i'm going to bring the shoulder forward a little bit bring the elbow to about here-ish and our hands look fine so that there is looking pretty good so we do have that bend still it's not a straight line i think it should be fine so let's go tab into object mode numpad 1 to go into front view what i'm going to do from here is press match to rig and we can see that the leg seems very straight but the arm isn't so for instance we can see that it's kind of like on an angle we kind of want those boxes to be straight because now if i were to rotate this arm it's actually rotating not too bad but we can see that the hand yeah it's in a completely different direction so it's actually not bending the right way so let's control z and undo that what we can do is edit reference bones and i believe that this isn't in line so i'm going to bring that down like so and so now we've got a straight line through here so let's check how that goes tab into object mode and match to rig and we can see how much that box has already changed that's looking a lot better what i actually might do is which one's the back side so maybe what we'll do is bring down that elbow a little bit more yeah i'm fairly happy with that so now if i were to rotate oops we can see that's looking much much better so from here we go into object mode let's select our mesh select our auto rig pro armature last from here we go to skin and then we click bind and there we go our character is now being rigged so if we select our rig click pose mode so if we move the arm we can see we see a little bit of mesh issues but we'll come back and we'll fix that in a sec what we need to do is actually set up these head bones so they come into this rig as well this is so we can control the face through one rig so what i'm going to do is go into object mode select our original armature let's go into edit mode what i'm going to do now is just select all our bones that we don't need which is everything on the lower body or even the upper body and the two neck bones we no longer need so let's delete those bones back into object mode we have our kind of like our head set up i'm going to shift left click on our rig and then press ctrl j to join so now if we go into wireframe we can see that our rig is just in here let's now go into edit mode there is a tiny little bone in here so that's the facial bone that is the head bone so we can see that we've selected it up here cc base head from here we go into the bone settings relations and our parent is going to be the c underscore head dot x bone so that means now when we go into pose mode if i move the head around we can see that the whole facial bone is moving around as well which is excellent i can come into here and select that's the jaw root bone which is what we want i think we can see that he talks the tongue moves and the teeth move as well which is what we're after isn't that right sure is now let's fix up this weight painting that we've issued that we've got at the top here so if i rotate zed so far sorry if i just rotate this arm around we can see that it's kind of stuck to this upper arm area so what we can do is go into object mode let's select our hair i'm going to come over into the vertex groups now let's work out what part of the hair is attached to what vertex group so if i just sort by name bring it all the way to the top click on arm stretch i'm going to go from object mode to weight paint and then i'm just going to start pressing down and there we go we can already see what a group is affecting this hair so we can see that it's a c underscore twist offset l so let's go from weight paint mode to edit mode i'm going to select everything and then click remove and now that's fixed up that issue so let's go back into object mode and we can select our rig pose rotate zed and we can see that nothing else is really coming with it well nothing else is coming with it which is what we want brilliant now very briefly i'm going to show you how to do some very basic animation so i'm just going to select everything alt r to reset the rotation alt g to reset the location from here let's just pose him in a kind of very neutral pose how do we want him there we go just let him stand like that and then i might bring him down like so and then it's kind of like as if he's ready to whoops pounce or something so there we go what i can do now is i can go to frame 10 for instance i'm going to select all the bones and i'm going to press i to set a keyframe and what i'm just going to do is put in location rotation and scale and then let's say at frame 30 i want him to be in a different pose and i want to record these actions i can press the record button down here and i can kind of just move him into position and then with that record button everything i just moved will get recorded and so i can kind of scrub between both sides between the two keyframes and so obviously this is how you would go about animating a lot more keyframes and so on and so forth but the cool thing as well is you can actually do this with the face so for instance if i go to frame let's just say 30 i can click on the head and then we can actually move this around so we can give him a smile or actually we can start off with a neutral face and i want to give him a left smile so i'm going to right click insert keyframe so at the moment that's on zero and at about frame 10 it's going to give me a nice big smile right click insert keyframe and so going between those two there we can see but it gives a little bit of a smile and also we can come up and probably give another one as well i don't know let's go mouth pucker let's go right click insert keyframe on 30 go to 40. come back over into here insert keyframe we've got a bit of a bad defamation in there a bit of a duck face so let's maybe get rid of that smile right click replace keyframe and so now he's you know blowing a little bit of a kiss so if you like this video please make sure you hit the like button to help out re-illusion and if you want more tutorials from a variety of tutors please make sure you hit the subscribe button as there is new content constantly coming out
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Channel: Reallusion
Views: 65,824
Rating: undefined out of 5
Keywords: 3D character creator, create your own character, physically based rendering, game character, royalty free 3D characters, Character Base, rigged 3D character, character generator, AR, VR, game, video game development, Make 3D characters, Generate 3D characters, Make easy 3D characters, video, reallusion, blender, auto rig pro, markom3d, blenderguru, darrinlile, blender 101, character creator, iclone, character rig
Id: 1fsM5IuFQbI
Channel Id: undefined
Length: 18min 49sec (1129 seconds)
Published: Wed Oct 21 2020
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