![]() ![]() ![]() ![]() Instead, I applied the Ciconia double sided cutout shader recommended by one of the CC3 tutorials. It defaults to a fade shader that is too transparent so you see the scalp beneath the hair. Another major benefit of this automatic processing is that it sets up the rig as Humanoid, which means that all other Humanoid animations (such as those downloaded from Mixamo) are compatible.Īn additional step that was required once the character was in Unity, both base and unoptomized, was to change the shader for the hair. You must drag the CC3 export files into that folder for it to register them right, but when you do the character is set up pretty much perfectly for Unity implementation with a proper animation controller and all textures applied. After adding it to the project, a folder is created specifically for CC3 characters. A base one and then one for HDRP and LDRP pipelines. This pipeline tool can be downloaded from the Reallusion site and includes 3 packages. Despite very little change in overall quality, the optimized character is FAR fewer polys and textures, meaning it will run better in VR.Īn important step that I kept not understanding till I watched the tutorials and read a bit more was using the CC3 plugin for Unity. Below is an image comparing the raw, unoptimized generic character I imported and the optimized CC3 character. From there, CC3 has a specific export for Unity that cleans up aspects of the rig and blendshapes. There were also specific game eyes and teeth that could be used instead of the default set that were much lower poly and easier to use. The “Game Base” button does all the reduction I had previously been doing manually, reducing the polycount on the model, combining the textures to lessen the image load and deleting the faces. ![]() From the tutorials, I was able to figure out a lot of the things I was missing from the export settings.įirst, as a thing to prep the models for export, CC3 actually contains a lot of stuff to smooth the integration to Unity. A project required two generic characters with the same animations, so I started by finding out all I could about exporting characters from CC3 to Unity as efficiently as possible. I started from the end of the pipeline though for the sake of some project deliverables we needed ASAP. To this end, I’m working through a lot of tutorials both on their official site and from other freelancers on Youtube. I’ve been taking some time to go back to Character Creator 3 and really try to learn what it has to offer. ![]()
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