http://wiki.reallusion.com/api.php?action=feedcontributions&user=Miranda-reallusion&feedformat=atomReallusion Wiki! - User contributions [en]2024-03-28T10:46:15ZUser contributionsMediaWiki 1.26.2http://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=3732Content Dev:CC AHMP Guide2019-09-09T07:10:50Z<p>Miranda-reallusion: /* AHMP File Download */</p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v3.11 (Sept, 2019)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC3.11.zip|Download (AHMP v3.11)]]<br />
|-<br />
! scope="row" | v3.1 (Aug, 2019)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC3.1.zip|Download (AHMP v3.1)]]<br />
|-<br />
! scope="row" | v3.04 (Feb, 2019)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC3.04.zip|Download (AHMP v3.04)]]<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:Auto_Hide_Mesh_Settings_CC3.11.zip&diff=3731File:Auto Hide Mesh Settings CC3.11.zip2019-09-09T07:10:16Z<p>Miranda-reallusion: </p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=3728Content Dev:CC AHMP Guide2019-08-28T14:47:03Z<p>Miranda-reallusion: /* AHMP File Download */</p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v3.1 (Aug, 2019)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC3.1.zip|Download (AHMP v3.1)]]<br />
|-<br />
! scope="row" | v3.04 (Feb, 2019)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC3.04.zip|Download (AHMP v3.04)]]<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:Auto_Hide_Mesh_Settings_CC3.1.zip&diff=3727File:Auto Hide Mesh Settings CC3.1.zip2019-08-28T14:46:18Z<p>Miranda-reallusion: </p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Uploader&diff=3409Content Dev:CTA Uploader2019-06-17T02:31:13Z<p>Miranda-reallusion: /* Uploader User Interface */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#Content_Development|Content Development}}<br />
<br />
== General Process == <br />
<br />
# Finish your content with Reallusion approval.<br />
# Finish your commercialization images with Reallusion approval.<br />
# Upload the final content.<br />
# Assemble the pack in the Marketplace.<br />
# Download your own content for testing.<br />
<br />
== The Uploader ==<br />
<br />
You can download the '''Uploader''' application from https://developer.reallusion.com/submit.html<br />
<br />
The instructions are on the same download page.<br />
<br />
=== Uploader User Interface ===<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_UI_Shrunk.png}}<br />
|style="width:480px"|<br />
'''A)''' Required information section.<br />
<br><br />
'''B)''' Optional informations section.<br />
<br><br />
'''1) Login:''' Enter your account name and password to begin the upload process.<br />
<br><br />
'''2) Add:''' choose the iContent that you want to upload, or drag the iContent onto this button.<br />
<br><br />
'''3) Item name:''' is the name on the website. Changing this value doesn't effect the actual content that is uploaded.<br />
<br><br />
'''4) Assign Subfolder:''' The installation directory for this content. Best practice is to use your brand name first and pack name second, for example: "Sappan Designs \ Speech Bubbles".<br />
<br><br />
'''5) Product:''' Application type for the content.<br />
<br><br />
'''6) Version:''' Application version that was used to create this content.<br />
<br><br />
'''7) Type:''' Corresponds with the type of organization in the Marketplace (will affect installation path).<br />
<br><br />
'''8) Category:''' Corresponds with the category organization in the Marketplace.<br />
<br><br />
'''9) Price:''' Decide how much your content is worth. Usually, one actor is worth 300 DA points and one prop is 60 DA points.<br />
<br><br />
'''10) Preview image:''' the same preview images can be used for all items of a single content pack.<br />
<br><br />
'''11) Tags:''' helps to categorize items for the search function. We suggest using pack and item names.<br />
<br><br />
'''12) Embed Watermark (auto-enabled):''' Remember to check this option for DRM protection. -- this option has been automatically enabled in Uploader v1.56, no setting is required.<br />
<br><br />
'''13) Upload:''' When you start to upload content, make sure to check "Upload and hide from my store", otherwise, the published items can not be removed from the store.<br />
<br><br />
|}<br />
<br />
=== Batch Uploade ===<br />
You can select multiple content and change their parameters at the same time.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Batch.png||<br />
}}<br />
<br />
*If you have a lot of same type items(Characters or props), you can choose all of them and type information (like same subfolder or preview images) one time.<br />
*If you want to input the same information for multiple content entries, you can choose all of the content assets and start editing. Only the information with inputs will be updated, while the other items will stay with the current value.<br />
<br />
== Editing Content in the Marketplace ==<br />
<br />
In order to change modify your content for the Marketplace, you can click on '''Manage My Content''' in the Uploader to open the webpage to your Marketplace account. Inside your account, you'll find all of the items that you have uploaded. <br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Edit_Content.png||<br />
}}<br />
<br />
'''1) Edit:''' Allows for the editing of prices, names, thumbnails, etc. Once editing is complete, click on '''Save as Current Status''' to preserve the changes.<br />
<br />
'''2) Multi-edit:''' If you want to input the same information for multiple content entries, you can tick off the checkboxes to the left of the contents and click on '''Batch Edit Selected'''. In the following form, you'll notice the copy icon to the right of every entry field. You can click on this icon to replace the entry field of the other selected items with the current value. When you have finished, make sure to click on '''Save and Exit''' to preserve the modifications.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Marketplace_Batch.png||<br />
}}<br />
<br />
{{Notice|Once something is published, it will be sold in the Marketplace and can not be removed.}}<br />
<br />
== Creating Packs in the Marketplace ==<br />
<br />
Follow the steps below to create a pack for the Marketplace:<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Edit_Content_Detail.png||}}<br />
|<br />
#Go to your Reallusion portal.<br />
#Click on '''Create Pack''' from the left hand menu.<br />
#Fill in the pack information in the '''Edit Content Detail''' page.<br />
#Click '''Add New Item''' to add items to the content pack.<br />
#Check items that you want to add to the pack and click '''Add to Pack''' when finished.<br />
|}<br />
<br />
*You can find the finished pack by click on '''Edit Pack''' on the left-hand side.<br />
*When you click on the thumbnail of the pack, you can see the webpage that you've just created.<br />
<br />
<br />
Notice for Featured Developers:<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect". When you create a new pack, please provide your pack's ID to Reallusion and we will create the Content Store PID to connect to your Marketplace PID.|}}<br />
<br />
== Downloading your own Content ==<br />
<br />
You can download your own content for verification. Follow the steps below to do so:<br />
<br />
{{Single_Illustration|CTA_Uploader_Download_Content_01_2.png||}}<br />
<br />
#Log into your account for the Marketplace.<br />
#Click on '''Management Backend'''.<br />
#Click on '''Edit Content''' or '''Edit Pack'''.<br />
#Choose the content item or pack that you want to download.<br />
#Click on '''Download Selected'''.<br />
#A RLContent file will be created, double click it and start to download.<br />
#Please check if the items are installed in the correct folder directory.<br />
<br />
== Replacing Marketplace Content ==<br />
<br />
If you have not published your content on the Marketplace or the Content Store, then you still have a chance to modify the content pack by removing and adding items. However, if the content pack is already published, then removing any item from the pack will cause watermarks to appear when the user tries to use it. This is because the specific item ID for the removed item can no longer be found by our servers. Therefore, if you want to adjust the problematic published content, you must use the '''Replace''' function.<br />
<br />
In order to replace content, retrieve the original files that were used to create your custom content and start to upload the content by using the '''Content Uploader'''.<br />
<br />
{{Single_Illustration|CTA_Uploader_Replace_Content.png||}}<br />
<br />
'''1) Replace:''' Click on this button to start the replacement process.<br><br />
'''2) Item ID:''' Fill in the appropriate item ID which can be found from the URL of the content pack. Finish up by clicking the '''Replace''' button.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect".|}}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=2787Content Dev:CC AHMP Guide2019-02-25T09:24:56Z<p>Miranda-reallusion: /* AHMP File Download */</p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v3.04 (Feb, 2019)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC3.04.zip|Download (AHMP v3.04)]]<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:Auto_Hide_Mesh_Settings_CC3.04.zip&diff=2786File:Auto Hide Mesh Settings CC3.04.zip2019-02-25T09:24:19Z<p>Miranda-reallusion: </p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:Daz_To_CC&diff=2785Content Dev:Daz To CC2019-02-22T07:46:16Z<p>Miranda-reallusion: /* Character Creator Workflow */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#CC_Content_Development|CC Content Development}}<br />
<br />
The following is a comprehensive guide to transferring Daz characters to Character Creator (CC). Daz Studio developers who are interested in crossing over into CC should read this page thoroughly as an initial step. <br />
<br />
== Introduction ==<br />
<br />
'''Daz Studio''' is a software application developed and offered for free by Daz 3D. It is designed to allow users to manipulate "ready to use" models and figures as well as other supporting 3D content. One of the main differences between Daz Studio and other software applications such as Poser is that Daz 3D has also included support for its various generations of the "Genesis" technology which is used as a basis for its human figures. Daz Studio characters have proven to be very popular over the years and Character Creator offers an effective path to import their likeness. <br />
<br />
=== Figure Evolution History ===<br />
<br />
{| class="wikitable"<br />
!Generation||Evolution||About<br />
|-<br />
| 1 to 4<br />
| -<br />
| Before the advent of '''Genesis''', Daz maintained stand-alone figures comprised of unique meshes, bones, and texture maps. The popularity of generation 4 (e.g. Victoria 4.2 & Michael 4) largely continues due to their compatibility with Poser.<br />
|- <br />
| 5<br />
| Genesis<br />
| These figures move from stand-alone meshes to the use of morphs for unique character creation. It is the only androgynous (neither male or female) generation that often had compatibility issues with clothing and wearable items between male and female geometry.<br />
|-<br />
| 6<br />
| Genesis 2<br />
| These figures returned to the concept of separate meshes for male and female geometry, yet they continue the Genesis concept where characters are morphed from the base mesh.<br />
|-<br />
| 7<br />
| Genesis 3<br />
| The next step in the evolution of the Genesis concept.<br />
|-<br />
| 8<br />
| Genesis 8<br />
| Characters within this generation are all suffixed with the number "8", e.g. Genesis 8, Victoria 8, Micheal 8, etc. These characters are extremely versatile due to their ability to wear content from previous Genesis versions.<br />
|}<br />
<br />
=== Supported Formats ===<br />
<br />
Character Creator '''Transformer''' recognizes and supports the conversion of '''Genesis''', '''Genesis 2''', '''Genesis 3''', and '''Genesis 8''' as well as '''Victoria 4''' and '''Michael 4'''. Besides popular Daz formats, Transformer can also work with Hivewire '''Dawn''' and '''Dusk'''.<br />
<br />
{{Marginalia|Victoria 4 and Michael 4 are also compatible with Poser.|Note:}}<br />
<br />
== Character Creator Workflow ==<br />
<br />
Character Creator (CC) has its own character system that is different from and independent of Daz Studio. Therefore, one does not simply import a Daz character into CC. However, with the CC Transformer tool, a Daz character's likeness can be replicated inside CC. This has the advantage of procuring the look of Daz characters while benefiting from the full suite of tools available inside CC such as morph targets, dynamic skin texturing, adaptive clothing, etc.<br />
<br />
=== CC Content Formats ===<br />
<br />
CC content formats packages components of the CC asset library into convenient self-contained categories. One can then target several or a specific content format for sale. Developers should familiarize themselves with the CC content formats by reading the page on [[Content_Dev:CC_Content_Spec|Content Specification]].<br />
<br />
{{Marginalia|Mass import for Daz morph targets will be available in version 3.2. (Specific version: To be confirmed)|Notice:}}<br />
<br />
{{Notice|Currently, there is no support for Daz morphable accessories and props until v. 3.04}}<br />
<br />
=== Transformer Tool ===<br />
<br />
In order to bring in Daz characters one must be familiar with the Character Creator '''Transformer''' tool. For more information, see the [http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/09_Transformer/Transformer.htm Online Manual]. For brief features summary, see the [https://www.reallusion.com/character-creator/daz3d.html Solutions Page]<br />
<br />
You can access the '''Transformer Tool''' under '''Create (Main Menu) > Transformer'''.<br />
<br />
{{Single_Illustration|Daz_to_CC_Transformer_Tool.png|}}<br />
<br />
=== Importing Characters/Clothes ===<br />
<br />
==== Getting Started ====<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=uuhCCgJQHYk|250|left}}<br />
<br />
{{Text_Block|<br />
This video will walk you through the much-anticipated feature of importing your Daz characters into Character Creator 3. You'll learn how to transfer skin weights, assign clothing to layers, edit the skin mesh, as well as apply CC3 morphs, clothing, and accessories to your imported Daz character.|600px}}<br />
<br />
{{clear}}<br />
<br />
==== Common Issues ====<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=KD36-hNJbv0|250|left}}<br />
<br />
{{Text_Block|<br />
This tutorial will show you how to fix some of the more common issues that may arise when trying to import your Daz characters into Character Creator 3. This tutorial should not be missed for anyone who is using Daz content together with iClone and Character Creator.|600px}}<br />
<br />
{{clear}}<br />
<br />
==== Dealing with High Heels ====<br />
{{#ev:youtube|https://www.youtube.com/watch?v=gGMlPUOltUo|250|left}}<br />
<br />
{{Text_Block|<br />
If your Daz content features high-heels then you'll have to adapt to wearing them with the CC character. Watch the video below to understand the process of bringing in high-heel shoes.|600px}}<br />
<br />
{{clear}}<br />
<br />
==== Importing Textures ====<br />
<br />
There are two templates for importing Daz character texture files. For more information, see the [http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/09_Transformer/Basic_or_Advanced_Modes.htm Online Manual]<br />
<br />
'''Basic''': the recommended method that adopts the diffuse and eyelash opacity textures directly from the FBX file. <br />
<br />
'''Advanced''': can read diffuse, opacity, bump/normal, ambient occlusion, displacement, specular, metallic, roughness maps.<br />
<br />
{{Marginalia|Roughness maps can sometimes be converted from Specular maps.|Note:}}<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=OT1IzuPx8cg&|250|left}}<br />
<br />
{{Text_Block|This video will walk you through the updated process for both Basic and Advanced methods of importing your Daz character with it's various textures in FBX format into iClone.|600px}}<br />
<br />
{{clear}}<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=-ZdrQRdgJIM|250|left}}<br />
<br />
{{Text_Block|Learn to convert traditional textures for PBR material channels in the following video. {{Notice|You should always convert your materials to PBR when featuring items on the Marketplace and Content Store. This way the customers can receive better looking content.}}|600px}}<br />
<br />
{{clear}}<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=rPYkbEqX-AM|250|left}}<br />
<br />
{{Text_Block|This tutorial demonstrates how you can create an import profile in the form of a .ini file in order to facilitate automatic texture map assignments to your character imported with the Transformer tool. If you import characters into CC3 often using the Transformer tool, this is a huge time-saver!|600px}}<br />
<br />
{{clear}}<br />
<br />
=== Poly Count Reduction ===<br />
<br />
Poly count reduction is essential for maintaining an adequate frame rate for real-time animation. For more information on the recommended poly count on a per item basis, see [[Content_Dev:CC_Asset_Primer#Polycount_Restrictions | Polycount Restrictions]].<br />
<br />
{{Marginalia|Poly count reduction and keeping within reasonable bounds of polygon restrictions is crucial for physics enabled objects when it comes to preserving decent frame-rates.|Note:}}<br />
<br />
==== Optimizing Wearables ====<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=c9qEbOJoHNA|250|left}}<br />
<br />
{{Text_Block|<br />
In this video, you'll learn about how to reduce the poly-count for all of the wearables on your character at once, including hair, accessories, and clothing. <br />
|600px}}<br />
<br />
{{clear}}<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=knH85aRaC30|250|left}}<br />
<br />
{{Text_Block|<br />
Baking textures is an important part of reducing the resources that your character consumes in any game engine. By baking the textures and merging them into a single map, you can save tons of system resources and therefore make your game run more smoothly. The following tutorial outlines the process of how to do that in Character Creator 3.<br />
|600px}}<br />
<br />
{{clear}}<br />
<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=Nbf2fhQvayM|250|left}}<br />
<br />
{{Text_Block|<br />
Character Creator has the ability to distinguish between different elements of the same accessory or clothing item, such as two separate shoes, or the leather/metal parts of a belt. In this video, you'll learn about how to optimize the poly-count for particular element individually for further enhanced performance.<br />
|600px}}<br />
<br />
{{clear}}<br />
<br />
=== Hide Mesh ===<br />
<br />
Dynamically hiding the mesh under the garment can be an effective solution for eliminating mesh penetrations and other visual defects with the skin and clothing layers. Character Creator proprietary '''AHMP (Auto-hide Model Polygons)''' system is a dynamic way of hiding mesh surfaces that is saved on a per cloth basis.<br />
<br />
For more information, see the [[Content_Dev:CC_AHMP_Guide|CC AHMP Guide]].<br />
<br />
=== Saving as RL Content ===<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=AAT0m-BAPvo|250|left}}<br />
<br />
{{Text_Block|<br />
In this tutorial video, you'll learn to save all of your Daz assets in Reallusion Character Creator format. <br />
|600px}}<br />
<br />
{{clear}}<br />
<br />
=== Asset Publication ===<br />
<br />
For some Daz developers, the soul purpose of migrating to CC is accessing another revenue stream. Reallusion offers the Marketplace for first time publishers who wish to have a persistent online presence to sell their 3D offerings. The Content Store, on the other hand, offers an exclusive platform for experienced and featured developers to broadcast their goods to a broad and willing customer base. <br />
<br />
For more information, see the [[Content_Dev:CC_Asset_Publication|CC Asset Publication]].</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=2784Content Dev:CC AHMP Guide2019-02-22T07:43:22Z<p>Miranda-reallusion: </p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v3.04 (Feb, 2019)<br />
| To be updated<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:Daz_To_CC&diff=2557Content Dev:Daz To CC2019-01-10T03:28:17Z<p>Miranda-reallusion: /* CC Content Formats */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#CC_Content_Development|CC Content Development}}<br />
<br />
The following is a comprehensive guide to transferring Daz characters to Character Creator (CC). Daz Studio developers who are interested in crossing over into CC should read this page thoroughly as an initial step. <br />
<br />
== Introduction ==<br />
<br />
'''Daz Studio''' is a software application developed and offered for free by Daz 3D. It is designed to allow users to manipulate "ready to use" models and figures as well as other supporting 3D content. One of the main differences between Daz Studio and other software applications such as Poser is that Daz 3D has also included support for its various generations of the "Genesis" technology which is used as a basis for its human figures. Daz Studio characters have proven to be very popular over the years and Character Creator offers an effective path to import their likeness. <br />
<br />
=== Figure Evolution History ===<br />
<br />
{| class="wikitable"<br />
!Generation||Evolution||About<br />
|-<br />
| 1 to 4<br />
| -<br />
| Before the advent of '''Genesis''', Daz maintained stand-alone figures comprised of unique meshes, bones, and texture maps. The popularity of generation 4 (e.g. Victoria 4.2 & Michael 4) largely continues due to their compatibility with Poser.<br />
|- <br />
| 5<br />
| Genesis<br />
| These figures move from stand-alone meshes to the use of morphs for unique character creation. It is the only androgynous (neither male or female) generation that often had compatibility issues with clothing and wearable items between male and female geometry.<br />
|-<br />
| 6<br />
| Genesis 2<br />
| These figures returned to the concept of separate meshes for male and female geometry, yet they continue the Genesis concept where characters are morphed from the base mesh.<br />
|-<br />
| 7<br />
| Genesis 3<br />
| The next step in the evolution of the Genesis concept.<br />
|-<br />
| 8<br />
| Genesis 8<br />
| Characters within this generation are all suffixed with the number "8", e.g. Genesis 8, Victoria 8, Micheal 8, etc. These characters are extremely versatile due to their ability to wear content from previous Genesis versions.<br />
|}<br />
<br />
=== Supported Formats ===<br />
<br />
Character Creator '''Transformer''' recognizes and supports the conversion of '''Genesis''', '''Genesis 2''', '''Genesis 3''', and '''Genesis 8''' as well as '''Victoria 4''' and '''Michael 4'''. Besides popular Daz formats, Transformer can also work with Hivewire '''Dawn''' and '''Dusk'''.<br />
<br />
{{Marginalia|Victoria 4 and Michael 4 are also compatible with Poser.|Note:}}<br />
<br />
== Character Creator Workflow ==<br />
<br />
Character Creator (CC) has its own character system that is different from and independent of Daz Studio. Therefore, one does not simply import a Daz character into CC. However, with the CC Transformer tool, a Daz character's likeness can be replicated inside CC. This has the advantage of procuring the look of Daz characters while benefiting from the full suite of tools available inside CC such as morph targets, dynamic skin texturing, adaptive clothing, etc.<br />
<br />
=== CC Content Formats ===<br />
<br />
CC content formats packages components of the CC asset library into convenient self-contained categories. One can then target several or a specific content format for sale. Developers should familiarize themselves with the CC content formats by reading the page on [[Content_Dev:CC_Content_Spec|Content Specification]].<br />
<br />
{{Marginalia|Mass import for Daz morph targets will be available in version 3.2.|Notice:}}<br />
<br />
{{Notice|Currently, there is no support for Daz morphable accessories and props until v. 3.04}}<br />
<br />
=== Transformer Tool ===<br />
<br />
In order to bring in Daz characters one must be familiar with the Character Creator '''Transformer''' tool. For more information, see the [http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/09_Transformer/Transformer.htm Online Manual]. For brief features summary, see the [https://www.reallusion.com/character-creator/daz3d.html Solutions Page]<br />
<br />
You can access the '''Transformer Tool''' under '''Create (Main Menu) > Transformer'''.<br />
<br />
{{Single_Illustration|Daz_to_CC_Transformer_Tool.png|}}<br />
<br />
=== Importing Characters/Clothes ===<br />
<br />
==== Getting Started ====<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=uuhCCgJQHYk|250|left}}<br />
<br />
{{Text_Block|<br />
This video will walk you through the much-anticipated feature of importing your Daz characters into Character Creator 3. You'll learn how to transfer skin weights, assign clothing to layers, edit the skin mesh, as well as apply CC3 morphs, clothing, and accessories to your imported Daz character.|600px}}<br />
<br />
{{clear}}<br />
<br />
==== Common Issues ====<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=KD36-hNJbv0|250|left}}<br />
<br />
{{Text_Block|<br />
This tutorial will show you how to fix some of the more common issues that may arise when trying to import your Daz characters into Character Creator 3. This tutorial should not be missed for anyone who is using Daz content together with iClone and Character Creator.|600px}}<br />
<br />
{{clear}}<br />
<br />
==== Dealing with High Heels ====<br />
{{#ev:youtube|https://www.youtube.com/watch?v=gGMlPUOltUo|250|left}}<br />
<br />
{{Text_Block|<br />
If your Daz content features high-heels then you'll have to adapt to wearing them with the CC character. Watch the video below to understand the process of bringing in high-heel shoes.|600px}}<br />
<br />
{{clear}}<br />
<br />
==== Importing Textures ====<br />
<br />
There are two templates for importing Daz character texture files. For more information, see the [http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/09_Transformer/Basic_or_Advanced_Modes.htm Online Manual]<br />
<br />
'''Basic''': the recommended method that adopts the diffuse and eyelash opacity textures directly from the FBX file. <br />
<br />
'''Advanced''': can read diffuse, opacity, bump/normal, ambient occlusion, displacement, specular, metallic, roughness maps.<br />
<br />
{{Marginalia|Roughness maps can sometimes be converted from Specular maps.|Note:}}<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=OT1IzuPx8cg&|250|left}}<br />
<br />
{{Text_Block|This video will walk you through the updated process for both Basic and Advanced methods of importing your Daz character with it's various textures in FBX format into iClone.|600px}}<br />
<br />
{{clear}}<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=-ZdrQRdgJIM|250|left}}<br />
<br />
{{Text_Block|Learn to convert traditional textures for PBR material channels in the following video. {{Notice|You should always convert your materials to PBR when featuring items on the Marketplace and Content Store. This way the customers can receive better looking content.}}|600px}}<br />
<br />
{{clear}}<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=rPYkbEqX-AM|250|left}}<br />
<br />
{{Text_Block|This tutorial demonstrates how you can create an import profile in the form of a .ini file in order to facilitate automatic texture map assignments to your character imported with the Transformer tool. If you import characters into CC3 often using the Transformer tool, this is a huge time-saver!|600px}}<br />
<br />
{{clear}}<br />
<br />
=== Poly Count Reduction ===<br />
<br />
Poly count reduction is essential for maintaining an adequate frame rate for real-time animation. For more information on the recommended poly count on a per item basis, see [[Content_Dev:CC_Asset_Primer#Polycount_Restrictions | Polycount Restrictions]].<br />
<br />
{{Marginalia|Poly count reduction and keeping within reasonable bounds of polygon restrictions is crucial for physics enabled objects when it comes to preserving decent frame-rates.|Note:}}<br />
<br />
==== Optimizing Wearables ====<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=c9qEbOJoHNA|250|left}}<br />
<br />
{{Text_Block|<br />
In this video, you'll learn about how to reduce the poly-count for all of the wearables on your character at once, including hair, accessories, and clothing. <br />
|600px}}<br />
<br />
{{clear}}<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=knH85aRaC30|250|left}}<br />
<br />
{{Text_Block|<br />
Baking textures is an important part of reducing the resources that your character consumes in any game engine. By baking the textures and merging them into a single map, you can save tons of system resources and therefore make your game run more smoothly. The following tutorial outlines the process of how to do that in Character Creator 3.<br />
|600px}}<br />
<br />
{{clear}}<br />
<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=Nbf2fhQvayM|250|left}}<br />
<br />
{{Text_Block|<br />
Character Creator has the ability to distinguish between different elements of the same accessory or clothing item, such as two separate shoes, or the leather/metal parts of a belt. In this video, you'll learn about how to optimize the poly-count for particular element individually for further enhanced performance.<br />
|600px}}<br />
<br />
{{clear}}<br />
<br />
=== Hide Mesh ===<br />
<br />
Dynamically hiding the mesh under the garment can be an effective solution for eliminating mesh penetrations and other visual defects with the skin and clothing layers. Character Creator proprietary '''AHMP (Auto-hide Model Polygons)''' system is a dynamic way of hiding mesh surfaces that is saved on a per cloth basis.<br />
<br />
For more information, see the [[Content_Dev:CC_AHMP_Guide|CC AHMP Guide]].<br />
<br />
=== Saving as RL Content ===<br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=AAT0m-BAPvo|250|left}}<br />
<br />
{{Text_Block|<br />
In this tutorial video, you'll learn to save all of your Daz assets in Reallusion Character Creator format. <br />
|600px}}<br />
<br />
{{clear}}<br />
<br />
=== Asset Publication ===<br />
<br />
For some Daz developers, the soul purpose of migrating to CC is accessing another revenue stream. Reallusion offers the Marketplace for first time publishers who wish to have a persistent online presence to sell their 3D offerings. The Content Store, on the other hand, offers an exclusive platform for experienced and featured developers to broadcast their goods to a broad and willing customer base. <br />
<br />
For more information, see the [[Content_Dev:CC_Asset_Publication|CC Asset Publication]].</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_Asset_Publication&diff=2256Content Dev:CC Asset Publication2018-12-10T01:12:52Z<p>Miranda-reallusion: /* Sending Content to the Marketplace via the Uploader */</p>
<hr />
<div><div style="float:right">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
The following information will help you save content in CC and iClone format and use the Uploader to bring it into the Marketplace.<br />
<br />
== Create Content via Character Creator ==<br />
<br />
=== CC Content ===<br />
<br />
To export CC Content from Character Creator, select the content in the viewport and press the "+" icon on the right category of Content Manager. Once the content is successfully saved under the "Custom" section, right click on the content to find the file.<br />
<br />
[[File:Submission_01_create.png]]<br />
<br />
[[File:Submission_02_create.png]]<br />
<br />
<!-- iClone can now import CC content!<br />
<br />
=== iClone Content (*.iCloth, *.iShoes, *.iGloves, *.iHair, *.iAcc) ===<br />
<br />
To export iClone Content from Character Creator, select the content in the viewport and perform '''File > Export > Selected Object'''. Choose the desired texture resolution and click the '''Export''' button.<br />
<br />
[[File:Submission_03_ic.png]]<br />
<br />
=== iClone Content (*.iAvatar) ===<br />
<br />
To export iAvatar from Character Creator, press the '''Export iAvatar''' icon.<br />
<br />
[[File:Submission_04_ic.png]]<br />
<br />
--><br />
<br />
== Sending Content to the Marketplace via the Uploader ==<br />
<br />
Currently, any content that is to be sold on the Marketplace needs to be sent via the [https://city.reallusion.com/upload.html Content Uploader]. You can edit and save your content information before uploading, and once you upload the content, it will be accessible from your Marketplace account backend so you don’t have to wait for approval before you begin selling. Aside from the content files, you can set the name, description and price of the specific content, and upload all the promotional materials at the same time.<br />
<br />
'''Step 1)''' Start the Uploader.<br />
<br />
'''Step 2)''' Add the content you are going to upload by drag-and-drop or clicking the "Add" button.<br />
<br />
'''Step 3)''' Assign the Subfolder, which will be the categorical placement of the asset inside CC's Content Manager to your local disk.<br />
<br />
[[File:Publish_01_subfolder_ex.png|none|frame|link=|'''Assign Subfolder:'''<br>'''Category''': Coats, Full-body, Others, Pants, Shirts, Shoes, Skirts, Underwear.<br />
<br>'''Pack Name''': You can designate the item as part of a pack.]]<br />
[[File:Publish_02_local_disk.png|none|frame|link=|The categorical placement of the asset inside CC's Content Manager to your local disk.]]<br />
[[File:Publish_03_cloth_sub_menu.png|none|frame|link=]]<br />
<br />
'''Step 4)''' Select the right category when uploading.<br />
<br />
[[File:Publish_04_uploader_cloth.png|none|frame|link=|'''Type''' will affect installation path, and the spec icon]]</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=2255Content Dev:CC AHMP Guide2018-12-10T01:07:23Z<p>Miranda-reallusion: /* AHMP File Download */</p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v3.04 (Jan, 2019)<br />
| Please request from "developer@reallusion.com".<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=2228Content Dev:CC AHMP Guide2018-11-20T01:39:57Z<p>Miranda-reallusion: /* AHMP File Download */</p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v3.03 (Nov, 2018)<br />
| Please request from "developer@reallusion.com".<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Uploader&diff=2224Content Dev:CTA Uploader2018-11-16T06:35:22Z<p>Miranda-reallusion: /* The Uploader */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#Content_Development|Content Development}}<br />
<br />
== General Process == <br />
<br />
# Finish your content with Reallusion approval.<br />
# Finish your commercialization images with Reallusion approval.<br />
# Upload the final content.<br />
# Assemble the pack in the Marketplace.<br />
# Download your own content for testing.<br />
<br />
== The Uploader ==<br />
<br />
You can download the '''Uploader''' application from https://developer.reallusion.com/submit.html<br />
<br />
The instructions are on the same download page.<br />
<br />
=== Uploader User Interface ===<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_UI_Shrunk.png}}<br />
|style="width:480px"|<br />
'''A)''' Required information section.<br />
<br><br />
'''B)''' Optional informations section.<br />
<br><br />
'''1) Login:''' Enter your account name and password to begin the upload process.<br />
<br><br />
'''2) Add:''' choose the iContent that you want to upload, or drag the iContent onto this button.<br />
<br><br />
'''3) Item name:''' is the name on the website. Changing this value doesn't effect the actual content that is uploaded.<br />
<br><br />
'''4) Assign Subfolder:''' The installation directory for this content. Best practice is to use your brand name first and pack name second, for example: "Sappan Designs \ Speech Bubbles".<br />
<br><br />
'''5) Product:''' Application type for the content.<br />
<br><br />
'''6) Version:''' Application version that was used to create this content.<br />
<br><br />
'''7) Type:''' Corresponds with the type of organization in the Marketplace (will affect installation path).<br />
<br><br />
'''8) Category:''' Corresponds with the category organization in the Marketplace.<br />
<br><br />
'''9) Price:''' Decide how much your content is worth. Usually, one actor is worth 300 DA points and one prop is 60 DA points.<br />
<br><br />
'''10) Preview image:''' the same preview images can be used for all items of a single content pack.<br />
<br><br />
'''11) Tags:''' helps to categorize items for the search function. We suggest using pack and item names.<br />
<br><br />
'''12) Embed Watermark:''' Remember to check this option for DRM protection.<br />
<br><br />
'''13) Upload:''' When you start to upload content, make sure to check "Upload and hide from my store", otherwise, the published items can not be removed from the store.<br />
<br><br />
|}<br />
<br />
=== Batch Uploade ===<br />
You can select multiple content and change their parameters at the same time.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Batch.png||<br />
}}<br />
<br />
*If you have a lot of same type items(Characters or props), you can choose all of them and type information (like same subfolder or preview images) one time.<br />
*If you want to input the same information for multiple content entries, you can choose all of the content assets and start editing. Only the information with inputs will be updated, while the other items will stay with the current value.<br />
<br />
== Editing Content in the Marketplace ==<br />
<br />
In order to change modify your content for the Marketplace, you can click on '''Manage My Content''' in the Uploader to open the webpage to your Marketplace account. Inside your account, you'll find all of the items that you have uploaded. <br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Edit_Content.png||<br />
}}<br />
<br />
'''1) Edit:''' Allows for the editing of prices, names, thumbnails, etc. Once editing is complete, click on '''Save as Current Status''' to preserve the changes.<br />
<br />
'''2) Multi-edit:''' If you want to input the same information for multiple content entries, you can tick off the checkboxes to the left of the contents and click on '''Batch Edit Selected'''. In the following form, you'll notice the copy icon to the right of every entry field. You can click on this icon to replace the entry field of the other selected items with the current value. When you have finished, make sure to click on '''Save and Exit''' to preserve the modifications.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Marketplace_Batch.png||<br />
}}<br />
<br />
{{Notice|Once something is published, it will be sold in the Marketplace and can not be removed.}}<br />
<br />
== Creating Packs in the Marketplace ==<br />
<br />
Follow the steps below to create a pack for the Marketplace:<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Edit_Content_Detail.png||}}<br />
|<br />
#Go to your Reallusion portal.<br />
#Click on '''Create Pack''' from the left hand menu.<br />
#Fill in the pack information in the '''Edit Content Detail''' page.<br />
#Click '''Add New Item''' to add items to the content pack.<br />
#Check items that you want to add to the pack and click '''Add to Pack''' when finished.<br />
|}<br />
<br />
*You can find the finished pack by click on '''Edit Pack''' on the left-hand side.<br />
*When you click on the thumbnail of the pack, you can see the webpage that you've just created.<br />
<br />
<br />
Notice for Featured Developers:<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect". When you create a new pack, please provide your pack's ID to Reallusion and we will create the Content Store PID to connect to your Marketplace PID.|}}<br />
<br />
== Downloading your own Content ==<br />
<br />
You can download your own content for verification. Follow the steps below to do so:<br />
<br />
{{Single_Illustration|CTA_Uploader_Download_Content_01_2.png||}}<br />
<br />
#Log into your account for the Marketplace.<br />
#Click on '''Management Backend'''.<br />
#Click on '''Edit Content''' or '''Edit Pack'''.<br />
#Choose the content item or pack that you want to download.<br />
#Click on '''Download Selected'''.<br />
#A RLContent file will be created, double click it and start to download.<br />
#Please check if the items are installed in the correct folder directory.<br />
<br />
== Replacing Marketplace Content ==<br />
<br />
If you have not published your content on the Marketplace or the Content Store, then you still have a chance to modify the content pack by removing and adding items. However, if the content pack is already published, then removing any item from the pack will cause watermarks to appear when the user tries to use it. This is because the specific item ID for the removed item can no longer be found by our servers. Therefore, if you want to adjust the problematic published content, you must use the '''Replace''' function.<br />
<br />
In order to replace content, retrieve the original files that were used to create your custom content and start to upload the content by using the '''Content Uploader'''.<br />
<br />
{{Single_Illustration|CTA_Uploader_Replace_Content.png||}}<br />
<br />
'''1) Replace:''' Click on this button to start the replacement process.<br><br />
'''2) Item ID:''' Fill in the appropriate item ID which can be found from the URL of the content pack. Finish up by clicking the '''Replace''' button.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect".|}}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Reallusion_Wiki!:About&diff=2222Reallusion Wiki!:About2018-11-14T09:42:03Z<p>Miranda-reallusion: Created page with "Reallusion Inc. is a 2D and 3D animation software and content developer. Headquartered in Silicon Valley, with R&D centers in Taiwan, and offices and training centers in Germa..."</p>
<hr />
<div>Reallusion Inc. is a 2D and 3D animation software and content developer. Headquartered in Silicon Valley, with R&D centers in Taiwan, and offices and training centers in Germany and Japan. Reallusion specializes in the development of realtime cinematic animation, virtual production, and motion capture tools that connect professional 3D animation technologies to creators from indie to studio. The company provides users with pro character animation, facial and body mocap, and voice lipsync solutions for real-time filmmaking and previsualization and production. Reallusion's core technologies are widely used by trainers, educators, game developers and filmmakers.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_Learning_Center&diff=2220Content Dev:CC Learning Center2018-11-13T06:10:31Z<p>Miranda-reallusion: /* Learning Resources */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#CC_Content_Development|CC Content Development}}<br />
<br />
Use the following resources to learn Character Creator efficiently.<br />
<br />
==Learning Resources==<br />
Get to know the details of using Character Creator with tutorials, articles and whitepapers. <br />
<br />
===Basic===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/01_Welcome/Welcome.htm Online Manual] (v3.x, 2018)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_2/ENU/2.0/default.html Online Manual] (v2.x, 2017)<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html CC3 Tutorials]<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial-cc2.html CC2 Tutorials]<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Character_Skin_Design_Guide.pdf Head and Body Skin Texture Design Guide] (2015/9)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Clothing_and_Fabrics_Design_Guide.pdf Clothing and Fabrics Design Guide] (2015/9)<br />
|}<br />
<br />
===PBR===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/CC2_Appearance-Editor_Cloth.pdf Appearance Editor - Cloth Substance Reference Guide] (2017/3)<br />
|}<br />
<br />
==Forum==<br />
Reallusion Forum for general issue and content development discussion.<br />
<br />
{| class="wikitable"<br />
!Resource||Purpose||Link<br />
|-<br />
! scope="row" | Character Creator<br />
|Character Creator Forums:<br />
*General discussion related to Character Creator.<br />
*Discussion of technical issues related to Character Creator.<br />
*Training - Tutorials, Hints and Tips<br />
*Wishful Features - Craft Your Dream Tool<br />
*Export to 3D Real-time Engines<br />
|[http://forum.reallusion.com/Character-Creator General Forums]<br />
|-<br />
! scope="row" | Content Development<br />
|Design CC assets using 3D Tools<br />
*Maya<br />
*3DS Max<br />
*Blender<br />
*Cinema 4D<br />
*Lightwave<br />
*Marvelous Designer<br />
*... and more!<br />
|[http://forum.reallusion.com/Character-Creator/Content-Development Content Development]<br />
|-<br />
! scope="row" | Content Exhibition<br />
|Promotion of developers' CC content creations in Content Store & Marketplace.<br />
|[http://forum.reallusion.com/Character-Creator/Developer-Content-Exhibition Content Exhibition]<br />
|-<br />
! scope="row" | Marketplace Developer Discussion<br />
|Developer discussion about Reallusion Marketplace.<br />
*Content Uploader<br />
*Important Updates regarding to content selling and Marketplace platform<br />
|[http://forum.reallusion.com/Content-Developer/Marketplace-Developer-Discussion Developer Discussion]<br />
|}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_Learning_Center&diff=2219Content Dev:CC Learning Center2018-11-13T06:09:46Z<p>Miranda-reallusion: /* Learning Resources */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#CC_Content_Development|CC Content Development}}<br />
<br />
Use the following resources to learn Character Creator efficiently.<br />
<br />
==Learning Resources==<br />
Get to know the details of using Character Creator with tutorials, articles and whitepapers. <br />
<br />
===Basic===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/01_Welcome/Welcome.htm Online Manual] (v3.x, 2018)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_2/ENU/2.0/default.html Online Manual] (v2.x, 2017)<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html CC3 Tutorials]<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial-cc2.html CC2 Tutorials]<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Character_Skin_Design_Guide.pdf Head and Body Skin Texture Design Guide] (2015/9)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Clothing_and_Fabrics_Design_Guide.pdf Clothing and Fabrics Design Guide] (2015/9)<br />
|}<br />
<br />
===PBR===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/CC2_Appearance-Editor_Cloth.pdf Appearance Editor - Cloth Substance Reference Guide] (2017/3)<br />
|}<br />
<br />
===Developer===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/iClone/character-creator/CC_Asset_Developer_Guide.pdf CC Asset Developer Guide] (Outdated, please refer to [[Content_Dev:CC_Asset|CC Asset Development]])<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Developer Developer-level Tutorials]<br />
*[https://www.youtube.com/watch?v=_gQzYHl3XKo&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&index=6 Custom clothing layering gives you the freedom to change the collision layer order of your clothing] (2016/7/14)<br />
*[https://www.youtube.com/watch?v=yh3eVs17Xx4&index=7&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Edit clothing mesh for more natural flowing conformity to your character's body] (2016/7/14)<br />
*[https://www.youtube.com/watch?v=jsVYUBlPxHM&t=4s&index=10&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Mesh Editing for Accessories (& Props)] (2017/4/25)<br />
*[https://www.youtube.com/watch?v=ZjqO3dE2e1s&index=8&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Customize hand & foot contact point for characters] (2016/6/15)<br />
*[https://www.youtube.com/watch?v=bXthUjXJjuw&index=9&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Load & edit custom calibration poses to test out clothing mesh] (2016/6/15)<br />
*[https://www.youtube.com/watch?v=eLe-jXjytXI&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&index=15 Soft cloth physics & collision setup in iClone] (2015/11/5)<br />
*[https://www.youtube.com/watch?list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&v=J8aoDNZ0QGU Create Custom Morph Sliders for Stylized 3D Characters] (2016/2/2)<br />
|}<br />
<br />
===Game===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Webpage<br />
|[https://www.reallusion.com/iclone/game/ GAME CHARACTER DESIGN PLATFORM]<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Game Game-related Tutorials]<br />
*[https://www.youtube.com/watch?v=FDv_8m_JHDE&t=1s&index=1&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 Unreal Engine 4 Rig Export] (2017/3/16)<br />
*[https://www.youtube.com/watch?v=bNP60wD_jhE&index=2&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 Quick Mixamo Import to Unreal 4] (2017/3/16)<br />
*[https://www.youtube.com/watch?v=CzbzRevmOhc&index=3&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 High Heel Character Import to Unreal Engine 4] (2017/4/12)<br />
|}<br />
<br />
==Forum==<br />
Reallusion Forum for general issue and content development discussion.<br />
<br />
{| class="wikitable"<br />
!Resource||Purpose||Link<br />
|-<br />
! scope="row" | Character Creator<br />
|Character Creator Forums:<br />
*General discussion related to Character Creator.<br />
*Discussion of technical issues related to Character Creator.<br />
*Training - Tutorials, Hints and Tips<br />
*Wishful Features - Craft Your Dream Tool<br />
*Export to 3D Real-time Engines<br />
|[http://forum.reallusion.com/Character-Creator General Forums]<br />
|-<br />
! scope="row" | Content Development<br />
|Design CC assets using 3D Tools<br />
*Maya<br />
*3DS Max<br />
*Blender<br />
*Cinema 4D<br />
*Lightwave<br />
*Marvelous Designer<br />
*... and more!<br />
|[http://forum.reallusion.com/Character-Creator/Content-Development Content Development]<br />
|-<br />
! scope="row" | Content Exhibition<br />
|Promotion of developers' CC content creations in Content Store & Marketplace.<br />
|[http://forum.reallusion.com/Character-Creator/Developer-Content-Exhibition Content Exhibition]<br />
|-<br />
! scope="row" | Marketplace Developer Discussion<br />
|Developer discussion about Reallusion Marketplace.<br />
*Content Uploader<br />
*Important Updates regarding to content selling and Marketplace platform<br />
|[http://forum.reallusion.com/Content-Developer/Marketplace-Developer-Discussion Developer Discussion]<br />
|}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_Learning_Center&diff=2218Content Dev:CC Learning Center2018-11-13T06:07:42Z<p>Miranda-reallusion: /* PBR */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#CC_Content_Development|CC Content Development}}<br />
<br />
Use the following resources to learn Character Creator efficiently.<br />
<br />
==Learning Resources==<br />
Get to know the details of using Character Creator with tutorials, articles and whitepapers. <br />
<br />
===Basic===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/01_Welcome/Welcome.htm Online Manual] (v3.x, 2018)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_2/ENU/2.0/default.html Online Manual] (v2.x, 2017)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Character_Skin_Design_Guide.pdf Head and Body Skin Texture Design Guide] (2015/9)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Clothing_and_Fabrics_Design_Guide.pdf Clothing and Fabrics Design Guide] (2015/9)<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial-cc2.html Basic Operation]<br />
|}<br />
<br />
===PBR===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/CC2_Appearance-Editor_Cloth.pdf Appearance Editor - Cloth Substance Reference Guide] (2017/3)<br />
|}<br />
<br />
===Developer===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/iClone/character-creator/CC_Asset_Developer_Guide.pdf CC Asset Developer Guide] (Outdated, please refer to [[Content_Dev:CC_Asset|CC Asset Development]])<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Developer Developer-level Tutorials]<br />
*[https://www.youtube.com/watch?v=_gQzYHl3XKo&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&index=6 Custom clothing layering gives you the freedom to change the collision layer order of your clothing] (2016/7/14)<br />
*[https://www.youtube.com/watch?v=yh3eVs17Xx4&index=7&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Edit clothing mesh for more natural flowing conformity to your character's body] (2016/7/14)<br />
*[https://www.youtube.com/watch?v=jsVYUBlPxHM&t=4s&index=10&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Mesh Editing for Accessories (& Props)] (2017/4/25)<br />
*[https://www.youtube.com/watch?v=ZjqO3dE2e1s&index=8&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Customize hand & foot contact point for characters] (2016/6/15)<br />
*[https://www.youtube.com/watch?v=bXthUjXJjuw&index=9&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Load & edit custom calibration poses to test out clothing mesh] (2016/6/15)<br />
*[https://www.youtube.com/watch?v=eLe-jXjytXI&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&index=15 Soft cloth physics & collision setup in iClone] (2015/11/5)<br />
*[https://www.youtube.com/watch?list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&v=J8aoDNZ0QGU Create Custom Morph Sliders for Stylized 3D Characters] (2016/2/2)<br />
|}<br />
<br />
===Game===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Webpage<br />
|[https://www.reallusion.com/iclone/game/ GAME CHARACTER DESIGN PLATFORM]<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Game Game-related Tutorials]<br />
*[https://www.youtube.com/watch?v=FDv_8m_JHDE&t=1s&index=1&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 Unreal Engine 4 Rig Export] (2017/3/16)<br />
*[https://www.youtube.com/watch?v=bNP60wD_jhE&index=2&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 Quick Mixamo Import to Unreal 4] (2017/3/16)<br />
*[https://www.youtube.com/watch?v=CzbzRevmOhc&index=3&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 High Heel Character Import to Unreal Engine 4] (2017/4/12)<br />
|}<br />
<br />
==Forum==<br />
Reallusion Forum for general issue and content development discussion.<br />
<br />
{| class="wikitable"<br />
!Resource||Purpose||Link<br />
|-<br />
! scope="row" | Character Creator<br />
|Character Creator Forums:<br />
*General discussion related to Character Creator.<br />
*Discussion of technical issues related to Character Creator.<br />
*Training - Tutorials, Hints and Tips<br />
*Wishful Features - Craft Your Dream Tool<br />
*Export to 3D Real-time Engines<br />
|[http://forum.reallusion.com/Character-Creator General Forums]<br />
|-<br />
! scope="row" | Content Development<br />
|Design CC assets using 3D Tools<br />
*Maya<br />
*3DS Max<br />
*Blender<br />
*Cinema 4D<br />
*Lightwave<br />
*Marvelous Designer<br />
*... and more!<br />
|[http://forum.reallusion.com/Character-Creator/Content-Development Content Development]<br />
|-<br />
! scope="row" | Content Exhibition<br />
|Promotion of developers' CC content creations in Content Store & Marketplace.<br />
|[http://forum.reallusion.com/Character-Creator/Developer-Content-Exhibition Content Exhibition]<br />
|-<br />
! scope="row" | Marketplace Developer Discussion<br />
|Developer discussion about Reallusion Marketplace.<br />
*Content Uploader<br />
*Important Updates regarding to content selling and Marketplace platform<br />
|[http://forum.reallusion.com/Content-Developer/Marketplace-Developer-Discussion Developer Discussion]<br />
|}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_Learning_Center&diff=2217Content Dev:CC Learning Center2018-11-13T06:07:09Z<p>Miranda-reallusion: /* PBR */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#CC_Content_Development|CC Content Development}}<br />
<br />
Use the following resources to learn Character Creator efficiently.<br />
<br />
==Learning Resources==<br />
Get to know the details of using Character Creator with tutorials, articles and whitepapers. <br />
<br />
===Basic===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/01_Welcome/Welcome.htm Online Manual] (v3.x, 2018)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_2/ENU/2.0/default.html Online Manual] (v2.x, 2017)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Character_Skin_Design_Guide.pdf Head and Body Skin Texture Design Guide] (2015/9)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Clothing_and_Fabrics_Design_Guide.pdf Clothing and Fabrics Design Guide] (2015/9)<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial-cc2.html Basic Operation]<br />
|}<br />
<br />
===PBR===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/CC2_Appearance-Editor_Cloth.pdf Appearance Editor - Cloth Substance Reference Guide] (2017/3)<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#PBR PBR-related Tutorials]<br />
|}<br />
<br />
===Developer===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/iClone/character-creator/CC_Asset_Developer_Guide.pdf CC Asset Developer Guide] (Outdated, please refer to [[Content_Dev:CC_Asset|CC Asset Development]])<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Developer Developer-level Tutorials]<br />
*[https://www.youtube.com/watch?v=_gQzYHl3XKo&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&index=6 Custom clothing layering gives you the freedom to change the collision layer order of your clothing] (2016/7/14)<br />
*[https://www.youtube.com/watch?v=yh3eVs17Xx4&index=7&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Edit clothing mesh for more natural flowing conformity to your character's body] (2016/7/14)<br />
*[https://www.youtube.com/watch?v=jsVYUBlPxHM&t=4s&index=10&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Mesh Editing for Accessories (& Props)] (2017/4/25)<br />
*[https://www.youtube.com/watch?v=ZjqO3dE2e1s&index=8&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Customize hand & foot contact point for characters] (2016/6/15)<br />
*[https://www.youtube.com/watch?v=bXthUjXJjuw&index=9&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Load & edit custom calibration poses to test out clothing mesh] (2016/6/15)<br />
*[https://www.youtube.com/watch?v=eLe-jXjytXI&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&index=15 Soft cloth physics & collision setup in iClone] (2015/11/5)<br />
*[https://www.youtube.com/watch?list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&v=J8aoDNZ0QGU Create Custom Morph Sliders for Stylized 3D Characters] (2016/2/2)<br />
|}<br />
<br />
===Game===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Webpage<br />
|[https://www.reallusion.com/iclone/game/ GAME CHARACTER DESIGN PLATFORM]<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Game Game-related Tutorials]<br />
*[https://www.youtube.com/watch?v=FDv_8m_JHDE&t=1s&index=1&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 Unreal Engine 4 Rig Export] (2017/3/16)<br />
*[https://www.youtube.com/watch?v=bNP60wD_jhE&index=2&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 Quick Mixamo Import to Unreal 4] (2017/3/16)<br />
*[https://www.youtube.com/watch?v=CzbzRevmOhc&index=3&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 High Heel Character Import to Unreal Engine 4] (2017/4/12)<br />
|}<br />
<br />
==Forum==<br />
Reallusion Forum for general issue and content development discussion.<br />
<br />
{| class="wikitable"<br />
!Resource||Purpose||Link<br />
|-<br />
! scope="row" | Character Creator<br />
|Character Creator Forums:<br />
*General discussion related to Character Creator.<br />
*Discussion of technical issues related to Character Creator.<br />
*Training - Tutorials, Hints and Tips<br />
*Wishful Features - Craft Your Dream Tool<br />
*Export to 3D Real-time Engines<br />
|[http://forum.reallusion.com/Character-Creator General Forums]<br />
|-<br />
! scope="row" | Content Development<br />
|Design CC assets using 3D Tools<br />
*Maya<br />
*3DS Max<br />
*Blender<br />
*Cinema 4D<br />
*Lightwave<br />
*Marvelous Designer<br />
*... and more!<br />
|[http://forum.reallusion.com/Character-Creator/Content-Development Content Development]<br />
|-<br />
! scope="row" | Content Exhibition<br />
|Promotion of developers' CC content creations in Content Store & Marketplace.<br />
|[http://forum.reallusion.com/Character-Creator/Developer-Content-Exhibition Content Exhibition]<br />
|-<br />
! scope="row" | Marketplace Developer Discussion<br />
|Developer discussion about Reallusion Marketplace.<br />
*Content Uploader<br />
*Important Updates regarding to content selling and Marketplace platform<br />
|[http://forum.reallusion.com/Content-Developer/Marketplace-Developer-Discussion Developer Discussion]<br />
|}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_Learning_Center&diff=2216Content Dev:CC Learning Center2018-11-13T06:06:51Z<p>Miranda-reallusion: /* Basic */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#CC_Content_Development|CC Content Development}}<br />
<br />
Use the following resources to learn Character Creator efficiently.<br />
<br />
==Learning Resources==<br />
Get to know the details of using Character Creator with tutorials, articles and whitepapers. <br />
<br />
===Basic===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/01_Welcome/Welcome.htm Online Manual] (v3.x, 2018)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_2/ENU/2.0/default.html Online Manual] (v2.x, 2017)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Character_Skin_Design_Guide.pdf Head and Body Skin Texture Design Guide] (2015/9)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Clothing_and_Fabrics_Design_Guide.pdf Clothing and Fabrics Design Guide] (2015/9)<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial-cc2.html Basic Operation]<br />
|}<br />
<br />
===PBR===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/CC2_Appearance-Editor_Cloth.pdf Appearance Editor - Cloth Substance Reference Guide] (2017/3)<br />
|-<br />
! scope="row" | Whitepaper<br />
|Appearance Editor - Visual Design Guide (Not released yet)<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#PBR PBR-related Tutorials]<br />
|}<br />
<br />
===Developer===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/iClone/character-creator/CC_Asset_Developer_Guide.pdf CC Asset Developer Guide] (Outdated, please refer to [[Content_Dev:CC_Asset|CC Asset Development]])<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Developer Developer-level Tutorials]<br />
*[https://www.youtube.com/watch?v=_gQzYHl3XKo&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&index=6 Custom clothing layering gives you the freedom to change the collision layer order of your clothing] (2016/7/14)<br />
*[https://www.youtube.com/watch?v=yh3eVs17Xx4&index=7&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Edit clothing mesh for more natural flowing conformity to your character's body] (2016/7/14)<br />
*[https://www.youtube.com/watch?v=jsVYUBlPxHM&t=4s&index=10&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Mesh Editing for Accessories (& Props)] (2017/4/25)<br />
*[https://www.youtube.com/watch?v=ZjqO3dE2e1s&index=8&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Customize hand & foot contact point for characters] (2016/6/15)<br />
*[https://www.youtube.com/watch?v=bXthUjXJjuw&index=9&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Load & edit custom calibration poses to test out clothing mesh] (2016/6/15)<br />
*[https://www.youtube.com/watch?v=eLe-jXjytXI&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&index=15 Soft cloth physics & collision setup in iClone] (2015/11/5)<br />
*[https://www.youtube.com/watch?list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&v=J8aoDNZ0QGU Create Custom Morph Sliders for Stylized 3D Characters] (2016/2/2)<br />
|}<br />
<br />
===Game===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Webpage<br />
|[https://www.reallusion.com/iclone/game/ GAME CHARACTER DESIGN PLATFORM]<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Game Game-related Tutorials]<br />
*[https://www.youtube.com/watch?v=FDv_8m_JHDE&t=1s&index=1&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 Unreal Engine 4 Rig Export] (2017/3/16)<br />
*[https://www.youtube.com/watch?v=bNP60wD_jhE&index=2&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 Quick Mixamo Import to Unreal 4] (2017/3/16)<br />
*[https://www.youtube.com/watch?v=CzbzRevmOhc&index=3&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 High Heel Character Import to Unreal Engine 4] (2017/4/12)<br />
|}<br />
<br />
==Forum==<br />
Reallusion Forum for general issue and content development discussion.<br />
<br />
{| class="wikitable"<br />
!Resource||Purpose||Link<br />
|-<br />
! scope="row" | Character Creator<br />
|Character Creator Forums:<br />
*General discussion related to Character Creator.<br />
*Discussion of technical issues related to Character Creator.<br />
*Training - Tutorials, Hints and Tips<br />
*Wishful Features - Craft Your Dream Tool<br />
*Export to 3D Real-time Engines<br />
|[http://forum.reallusion.com/Character-Creator General Forums]<br />
|-<br />
! scope="row" | Content Development<br />
|Design CC assets using 3D Tools<br />
*Maya<br />
*3DS Max<br />
*Blender<br />
*Cinema 4D<br />
*Lightwave<br />
*Marvelous Designer<br />
*... and more!<br />
|[http://forum.reallusion.com/Character-Creator/Content-Development Content Development]<br />
|-<br />
! scope="row" | Content Exhibition<br />
|Promotion of developers' CC content creations in Content Store & Marketplace.<br />
|[http://forum.reallusion.com/Character-Creator/Developer-Content-Exhibition Content Exhibition]<br />
|-<br />
! scope="row" | Marketplace Developer Discussion<br />
|Developer discussion about Reallusion Marketplace.<br />
*Content Uploader<br />
*Important Updates regarding to content selling and Marketplace platform<br />
|[http://forum.reallusion.com/Content-Developer/Marketplace-Developer-Discussion Developer Discussion]<br />
|}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_Learning_Center&diff=2215Content Dev:CC Learning Center2018-11-13T06:05:35Z<p>Miranda-reallusion: /* Basic */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#CC_Content_Development|CC Content Development}}<br />
<br />
Use the following resources to learn Character Creator efficiently.<br />
<br />
==Learning Resources==<br />
Get to know the details of using Character Creator with tutorials, articles and whitepapers. <br />
<br />
===Basic===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/01_Welcome/Welcome.htm Online Manual] (v3.x, 2018)<br />
|-<br />
! scope="row" | Online Manual<br />
|[http://manual.reallusion.com/Character_Creator_2/ENU/2.0/default.html Online Manual] (v2.x, 2017)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Character_Skin_Design_Guide.pdf Head and Body Skin Texture Design Guide] (2015/9)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/Character_Creator-Clothing_and_Fabrics_Design_Guide.pdf Clothing and Fabrics Design Guide] (2015/9)<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Basic Basic Operation]<br />
|}<br />
<br />
===PBR===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/character-creator/CC2_Appearance-Editor_Cloth.pdf Appearance Editor - Cloth Substance Reference Guide] (2017/3)<br />
|-<br />
! scope="row" | Whitepaper<br />
|Appearance Editor - Visual Design Guide (Not released yet)<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#PBR PBR-related Tutorials]<br />
|}<br />
<br />
===Developer===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Whitepaper<br />
|[https://www.reallusion.com/iClone/character-creator/CC_Asset_Developer_Guide.pdf CC Asset Developer Guide] (Outdated, please refer to [[Content_Dev:CC_Asset|CC Asset Development]])<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Developer Developer-level Tutorials]<br />
*[https://www.youtube.com/watch?v=_gQzYHl3XKo&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&index=6 Custom clothing layering gives you the freedom to change the collision layer order of your clothing] (2016/7/14)<br />
*[https://www.youtube.com/watch?v=yh3eVs17Xx4&index=7&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Edit clothing mesh for more natural flowing conformity to your character's body] (2016/7/14)<br />
*[https://www.youtube.com/watch?v=jsVYUBlPxHM&t=4s&index=10&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Mesh Editing for Accessories (& Props)] (2017/4/25)<br />
*[https://www.youtube.com/watch?v=ZjqO3dE2e1s&index=8&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Customize hand & foot contact point for characters] (2016/6/15)<br />
*[https://www.youtube.com/watch?v=bXthUjXJjuw&index=9&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J Load & edit custom calibration poses to test out clothing mesh] (2016/6/15)<br />
*[https://www.youtube.com/watch?v=eLe-jXjytXI&list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&index=15 Soft cloth physics & collision setup in iClone] (2015/11/5)<br />
*[https://www.youtube.com/watch?list=PLNV5zSFadPdl8bX7wzxg2MGbhRjUvSt5J&v=J8aoDNZ0QGU Create Custom Morph Sliders for Stylized 3D Characters] (2016/2/2)<br />
|}<br />
<br />
===Game===<br />
<br />
{| class="wikitable"<br />
!Type||Link (Release Date)<br />
|-<br />
! scope="row" | Webpage<br />
|[https://www.reallusion.com/iclone/game/ GAME CHARACTER DESIGN PLATFORM]<br />
|-<br />
! scope="row" | Tutorials<br />
|[https://www.reallusion.com/character-creator/tutorial.html#Game Game-related Tutorials]<br />
*[https://www.youtube.com/watch?v=FDv_8m_JHDE&t=1s&index=1&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 Unreal Engine 4 Rig Export] (2017/3/16)<br />
*[https://www.youtube.com/watch?v=bNP60wD_jhE&index=2&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 Quick Mixamo Import to Unreal 4] (2017/3/16)<br />
*[https://www.youtube.com/watch?v=CzbzRevmOhc&index=3&list=PLNV5zSFadPdlGs75YWV5XSOO_3VbflKP1 High Heel Character Import to Unreal Engine 4] (2017/4/12)<br />
|}<br />
<br />
==Forum==<br />
Reallusion Forum for general issue and content development discussion.<br />
<br />
{| class="wikitable"<br />
!Resource||Purpose||Link<br />
|-<br />
! scope="row" | Character Creator<br />
|Character Creator Forums:<br />
*General discussion related to Character Creator.<br />
*Discussion of technical issues related to Character Creator.<br />
*Training - Tutorials, Hints and Tips<br />
*Wishful Features - Craft Your Dream Tool<br />
*Export to 3D Real-time Engines<br />
|[http://forum.reallusion.com/Character-Creator General Forums]<br />
|-<br />
! scope="row" | Content Development<br />
|Design CC assets using 3D Tools<br />
*Maya<br />
*3DS Max<br />
*Blender<br />
*Cinema 4D<br />
*Lightwave<br />
*Marvelous Designer<br />
*... and more!<br />
|[http://forum.reallusion.com/Character-Creator/Content-Development Content Development]<br />
|-<br />
! scope="row" | Content Exhibition<br />
|Promotion of developers' CC content creations in Content Store & Marketplace.<br />
|[http://forum.reallusion.com/Character-Creator/Developer-Content-Exhibition Content Exhibition]<br />
|-<br />
! scope="row" | Marketplace Developer Discussion<br />
|Developer discussion about Reallusion Marketplace.<br />
*Content Uploader<br />
*Important Updates regarding to content selling and Marketplace platform<br />
|[http://forum.reallusion.com/Content-Developer/Marketplace-Developer-Discussion Developer Discussion]<br />
|}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Uploader&diff=2213Content Dev:CTA Uploader2018-11-13T02:27:32Z<p>Miranda-reallusion: /* Uploader User Interface */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#Content_Development|Content Development}}<br />
<br />
== General Process == <br />
<br />
# Finish your content with Reallusion approval.<br />
# Finish your commercialization images with Reallusion approval.<br />
# Upload the final content.<br />
# Assemble the pack in the Marketplace.<br />
# Download your own content for testing.<br />
<br />
== The Uploader ==<br />
<br />
You can download the '''Uploader''' application from https://city.reallusion.com/upload.html<br />
<br />
The instructions are on the same download page.<br />
<br />
=== Uploader User Interface ===<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_UI_Shrunk.png}}<br />
|style="width:480px"|<br />
'''A)''' Required information section.<br />
<br><br />
'''B)''' Optional informations section.<br />
<br><br />
'''1) Login:''' Enter your account name and password to begin the upload process.<br />
<br><br />
'''2) Add:''' choose the iContent that you want to upload, or drag the iContent onto this button.<br />
<br><br />
'''3) Item name:''' is the name on the website. Changing this value doesn't effect the actual content that is uploaded.<br />
<br><br />
'''4) Assign Subfolder:''' The installation directory for this content. Best practice is to use your brand name first and pack name second, for example: "Sappan Designs \ Speech Bubbles".<br />
<br><br />
'''5) Product:''' Application type for the content.<br />
<br><br />
'''6) Version:''' Application version that was used to create this content.<br />
<br><br />
'''7) Type:''' Corresponds with the type of organization in the Marketplace (will affect installation path).<br />
<br><br />
'''8) Category:''' Corresponds with the category organization in the Marketplace.<br />
<br><br />
'''9) Price:''' Decide how much your content is worth. Usually, one actor is worth 300 DA points and one prop is 60 DA points.<br />
<br><br />
'''10) Preview image:''' the same preview images can be used for all items of a single content pack.<br />
<br><br />
'''11) Tags:''' helps to categorize items for the search function. We suggest using pack and item names.<br />
<br><br />
'''12) Embed Watermark:''' Remember to check this option for DRM protection.<br />
<br><br />
'''13) Upload:''' When you start to upload content, make sure to check "Upload and hide from my store", otherwise, the published items can not be removed from the store.<br />
<br><br />
|}<br />
<br />
=== Batch Uploade ===<br />
You can select multiple content and change their parameters at the same time.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Batch.png||<br />
}}<br />
<br />
*If you have a lot of same type items(Characters or props), you can choose all of them and type information (like same subfolder or preview images) one time.<br />
*If you want to input the same information for multiple content entries, you can choose all of the content assets and start editing. Only the information with inputs will be updated, while the other items will stay with the current value.<br />
<br />
== Editing Content in the Marketplace ==<br />
<br />
In order to change modify your content for the Marketplace, you can click on '''Manage My Content''' in the Uploader to open the webpage to your Marketplace account. Inside your account, you'll find all of the items that you have uploaded. <br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Edit_Content.png||<br />
}}<br />
<br />
'''1) Edit:''' Allows for the editing of prices, names, thumbnails, etc. Once editing is complete, click on '''Save as Current Status''' to preserve the changes.<br />
<br />
'''2) Multi-edit:''' If you want to input the same information for multiple content entries, you can tick off the checkboxes to the left of the contents and click on '''Batch Edit Selected'''. In the following form, you'll notice the copy icon to the right of every entry field. You can click on this icon to replace the entry field of the other selected items with the current value. When you have finished, make sure to click on '''Save and Exit''' to preserve the modifications.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Marketplace_Batch.png||<br />
}}<br />
<br />
{{Notice|Once something is published, it will be sold in the Marketplace and can not be removed.}}<br />
<br />
== Creating Packs in the Marketplace ==<br />
<br />
Follow the steps below to create a pack for the Marketplace:<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Edit_Content_Detail.png||}}<br />
|<br />
#Go to your Reallusion portal.<br />
#Click on '''Create Pack''' from the left hand menu.<br />
#Fill in the pack information in the '''Edit Content Detail''' page.<br />
#Click '''Add New Item''' to add items to the content pack.<br />
#Check items that you want to add to the pack and click '''Add to Pack''' when finished.<br />
|}<br />
<br />
*You can find the finished pack by click on '''Edit Pack''' on the left-hand side.<br />
*When you click on the thumbnail of the pack, you can see the webpage that you've just created.<br />
<br />
<br />
Notice for Featured Developers:<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect". When you create a new pack, please provide your pack's ID to Reallusion and we will create the Content Store PID to connect to your Marketplace PID.|}}<br />
<br />
== Downloading your own Content ==<br />
<br />
You can download your own content for verification. Follow the steps below to do so:<br />
<br />
{{Single_Illustration|CTA_Uploader_Download_Content_01_2.png||}}<br />
<br />
#Log into your account for the Marketplace.<br />
#Click on '''Management Backend'''.<br />
#Click on '''Edit Content''' or '''Edit Pack'''.<br />
#Choose the content item or pack that you want to download.<br />
#Click on '''Download Selected'''.<br />
#A RLContent file will be created, double click it and start to download.<br />
#Please check if the items are installed in the correct folder directory.<br />
<br />
== Replacing Marketplace Content ==<br />
<br />
If you have not published your content on the Marketplace or the Content Store, then you still have a chance to modify the content pack by removing and adding items. However, if the content pack is already published, then removing any item from the pack will cause watermarks to appear when the user tries to use it. This is because the specific item ID for the removed item can no longer be found by our servers. Therefore, if you want to adjust the problematic published content, you must use the '''Replace''' function.<br />
<br />
In order to replace content, retrieve the original files that were used to create your custom content and start to upload the content by using the '''Content Uploader'''.<br />
<br />
{{Single_Illustration|CTA_Uploader_Replace_Content.png||}}<br />
<br />
'''1) Replace:''' Click on this button to start the replacement process.<br><br />
'''2) Item ID:''' Fill in the appropriate item ID which can be found from the URL of the content pack. Finish up by clicking the '''Replace''' button.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect".|}}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:CTA_Uploader_UI_Shrunk.png&diff=2212File:CTA Uploader UI Shrunk.png2018-11-13T02:26:09Z<p>Miranda-reallusion: Miranda-reallusion uploaded a new version of File:CTA Uploader UI Shrunk.png</p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:CTA_Uploader_URL2.png&diff=2211File:CTA Uploader URL2.png2018-11-13T02:14:35Z<p>Miranda-reallusion: Miranda-reallusion uploaded a new version of File:CTA Uploader URL2.png</p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Uploader&diff=2210Content Dev:CTA Uploader2018-11-13T02:13:00Z<p>Miranda-reallusion: /* Downloading your own Content */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#Content_Development|Content Development}}<br />
<br />
== General Process == <br />
<br />
# Finish your content with Reallusion approval.<br />
# Finish your commercialization images with Reallusion approval.<br />
# Upload the final content.<br />
# Assemble the pack in the Marketplace.<br />
# Download your own content for testing.<br />
<br />
== The Uploader ==<br />
<br />
You can download the '''Uploader''' application from https://city.reallusion.com/upload.html<br />
<br />
The instructions are on the same download page.<br />
<br />
=== Uploader User Interface ===<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_UI_Shrunk.png}}<br />
|style="width:480px"|<br />
'''A)''' Required information section.<br />
<br><br />
'''B)''' Optional informations section.<br />
<br><br />
'''1) Login:''' Enter your account name and password to begin the upload process.<br />
<br><br />
'''2) Add:''' choose the iContent that you want to upload, or drag the iContent onto this button.<br />
<br><br />
'''3) Item name:''' is the name on the website. Changing this value doesn't effect the actual content that is uploaded.<br />
<br><br />
'''4) Assign Subfolder:''' The installation directory for this content. Best practice is to use your brand name first and pack name second, for example: "Sappan Designs \ Speech Bubbles".<br />
<br><br />
'''5) Product:''' Application type for the content.<br />
<br><br />
'''6) Version:''' Application version that was used to create this content.<br />
<br><br />
'''7) Type:''' Corresponds with the type of organization in the Marketplace (will affect installation path).<br />
<br><br />
'''8) Category:''' Corresponds with the category organization in the Marketplace.<br />
<br><br />
'''9) Price:''' Decide how much your content is worth. Usually, one actor is worth 300 DA points and one prop is 60 DA points.<br />
<br><br />
'''10) Preview image:''' the same preview images can be used for all items of a single content pack.<br />
<br><br />
'''11) Tags:''' helps to categorize items for the search function. We suggest using pack and item names.<br />
<br><br />
'''12) Embed Watermark:''' Remember to check this option for DRM protection.<br />
<br><br />
'''13) Upload:''' When you start to upload content, make sure to check "Upload and hide from my store", otherwise, the published items can not be removed from the store.<br />
<br><br />
|}<br />
<br />
<br />
=== Batch Uploade ===<br />
You can select multiple content and change their parameters at the same time.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Batch.png||<br />
}}<br />
<br />
*If you have a lot of same type items(Characters or props), you can choose all of them and type information (like same subfolder or preview images) one time.<br />
*If you want to input the same information for multiple content entries, you can choose all of the content assets and start editing. Only the information with inputs will be updated, while the other items will stay with the current value.<br />
<br />
== Editing Content in the Marketplace ==<br />
<br />
In order to change modify your content for the Marketplace, you can click on '''Manage My Content''' in the Uploader to open the webpage to your Marketplace account. Inside your account, you'll find all of the items that you have uploaded. <br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Edit_Content.png||<br />
}}<br />
<br />
'''1) Edit:''' Allows for the editing of prices, names, thumbnails, etc. Once editing is complete, click on '''Save as Current Status''' to preserve the changes.<br />
<br />
'''2) Multi-edit:''' If you want to input the same information for multiple content entries, you can tick off the checkboxes to the left of the contents and click on '''Batch Edit Selected'''. In the following form, you'll notice the copy icon to the right of every entry field. You can click on this icon to replace the entry field of the other selected items with the current value. When you have finished, make sure to click on '''Save and Exit''' to preserve the modifications.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Marketplace_Batch.png||<br />
}}<br />
<br />
{{Notice|Once something is published, it will be sold in the Marketplace and can not be removed.}}<br />
<br />
== Creating Packs in the Marketplace ==<br />
<br />
Follow the steps below to create a pack for the Marketplace:<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Edit_Content_Detail.png||}}<br />
|<br />
#Go to your Reallusion portal.<br />
#Click on '''Create Pack''' from the left hand menu.<br />
#Fill in the pack information in the '''Edit Content Detail''' page.<br />
#Click '''Add New Item''' to add items to the content pack.<br />
#Check items that you want to add to the pack and click '''Add to Pack''' when finished.<br />
|}<br />
<br />
*You can find the finished pack by click on '''Edit Pack''' on the left-hand side.<br />
*When you click on the thumbnail of the pack, you can see the webpage that you've just created.<br />
<br />
<br />
Notice for Featured Developers:<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect". When you create a new pack, please provide your pack's ID to Reallusion and we will create the Content Store PID to connect to your Marketplace PID.|}}<br />
<br />
== Downloading your own Content ==<br />
<br />
You can download your own content for verification. Follow the steps below to do so:<br />
<br />
{{Single_Illustration|CTA_Uploader_Download_Content_01_2.png||}}<br />
<br />
#Log into your account for the Marketplace.<br />
#Click on '''Management Backend'''.<br />
#Click on '''Edit Content''' or '''Edit Pack'''.<br />
#Choose the content item or pack that you want to download.<br />
#Click on '''Download Selected'''.<br />
#A RLContent file will be created, double click it and start to download.<br />
#Please check if the items are installed in the correct folder directory.<br />
<br />
== Replacing Marketplace Content ==<br />
<br />
If you have not published your content on the Marketplace or the Content Store, then you still have a chance to modify the content pack by removing and adding items. However, if the content pack is already published, then removing any item from the pack will cause watermarks to appear when the user tries to use it. This is because the specific item ID for the removed item can no longer be found by our servers. Therefore, if you want to adjust the problematic published content, you must use the '''Replace''' function.<br />
<br />
In order to replace content, retrieve the original files that were used to create your custom content and start to upload the content by using the '''Content Uploader'''.<br />
<br />
{{Single_Illustration|CTA_Uploader_Replace_Content.png||}}<br />
<br />
'''1) Replace:''' Click on this button to start the replacement process.<br><br />
'''2) Item ID:''' Fill in the appropriate item ID which can be found from the URL of the content pack. Finish up by clicking the '''Replace''' button.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect".|}}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:CTA_Uploader_Download_Content_01_2.png&diff=2209File:CTA Uploader Download Content 01 2.png2018-11-13T02:12:39Z<p>Miranda-reallusion: Miranda-reallusion uploaded a new version of File:CTA Uploader Download Content 01 2.png</p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:CTA_Uploader_Download_Content_01_2.png&diff=2208File:CTA Uploader Download Content 01 2.png2018-11-13T02:07:52Z<p>Miranda-reallusion: </p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Uploader&diff=2206Content Dev:CTA Uploader2018-11-13T02:03:26Z<p>Miranda-reallusion: /* Replacing Marketplace Content */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#Content_Development|Content Development}}<br />
<br />
== General Process == <br />
<br />
# Finish your content with Reallusion approval.<br />
# Finish your commercialization images with Reallusion approval.<br />
# Upload the final content.<br />
# Assemble the pack in the Marketplace.<br />
# Download your own content for testing.<br />
<br />
== The Uploader ==<br />
<br />
You can download the '''Uploader''' application from https://city.reallusion.com/upload.html<br />
<br />
The instructions are on the same download page.<br />
<br />
=== Uploader User Interface ===<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_UI_Shrunk.png}}<br />
|style="width:480px"|<br />
'''A)''' Required information section.<br />
<br><br />
'''B)''' Optional informations section.<br />
<br><br />
'''1) Login:''' Enter your account name and password to begin the upload process.<br />
<br><br />
'''2) Add:''' choose the iContent that you want to upload, or drag the iContent onto this button.<br />
<br><br />
'''3) Item name:''' is the name on the website. Changing this value doesn't effect the actual content that is uploaded.<br />
<br><br />
'''4) Assign Subfolder:''' The installation directory for this content. Best practice is to use your brand name first and pack name second, for example: "Sappan Designs \ Speech Bubbles".<br />
<br><br />
'''5) Product:''' Application type for the content.<br />
<br><br />
'''6) Version:''' Application version that was used to create this content.<br />
<br><br />
'''7) Type:''' Corresponds with the type of organization in the Marketplace (will affect installation path).<br />
<br><br />
'''8) Category:''' Corresponds with the category organization in the Marketplace.<br />
<br><br />
'''9) Price:''' Decide how much your content is worth. Usually, one actor is worth 300 DA points and one prop is 60 DA points.<br />
<br><br />
'''10) Preview image:''' the same preview images can be used for all items of a single content pack.<br />
<br><br />
'''11) Tags:''' helps to categorize items for the search function. We suggest using pack and item names.<br />
<br><br />
'''12) Embed Watermark:''' Remember to check this option for DRM protection.<br />
<br><br />
'''13) Upload:''' When you start to upload content, make sure to check "Upload and hide from my store", otherwise, the published items can not be removed from the store.<br />
<br><br />
|}<br />
<br />
<br />
=== Batch Uploade ===<br />
You can select multiple content and change their parameters at the same time.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Batch.png||<br />
}}<br />
<br />
*If you have a lot of same type items(Characters or props), you can choose all of them and type information (like same subfolder or preview images) one time.<br />
*If you want to input the same information for multiple content entries, you can choose all of the content assets and start editing. Only the information with inputs will be updated, while the other items will stay with the current value.<br />
<br />
== Editing Content in the Marketplace ==<br />
<br />
In order to change modify your content for the Marketplace, you can click on '''Manage My Content''' in the Uploader to open the webpage to your Marketplace account. Inside your account, you'll find all of the items that you have uploaded. <br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Edit_Content.png||<br />
}}<br />
<br />
'''1) Edit:''' Allows for the editing of prices, names, thumbnails, etc. Once editing is complete, click on '''Save as Current Status''' to preserve the changes.<br />
<br />
'''2) Multi-edit:''' If you want to input the same information for multiple content entries, you can tick off the checkboxes to the left of the contents and click on '''Batch Edit Selected'''. In the following form, you'll notice the copy icon to the right of every entry field. You can click on this icon to replace the entry field of the other selected items with the current value. When you have finished, make sure to click on '''Save and Exit''' to preserve the modifications.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Marketplace_Batch.png||<br />
}}<br />
<br />
{{Notice|Once something is published, it will be sold in the Marketplace and can not be removed.}}<br />
<br />
== Creating Packs in the Marketplace ==<br />
<br />
Follow the steps below to create a pack for the Marketplace:<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Edit_Content_Detail.png||}}<br />
|<br />
#Go to your Reallusion portal.<br />
#Click on '''Create Pack''' from the left hand menu.<br />
#Fill in the pack information in the '''Edit Content Detail''' page.<br />
#Click '''Add New Item''' to add items to the content pack.<br />
#Check items that you want to add to the pack and click '''Add to Pack''' when finished.<br />
|}<br />
<br />
*You can find the finished pack by click on '''Edit Pack''' on the left-hand side.<br />
*When you click on the thumbnail of the pack, you can see the webpage that you've just created.<br />
<br />
<br />
Notice for Featured Developers:<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect". When you create a new pack, please provide your pack's ID to Reallusion and we will create the Content Store PID to connect to your Marketplace PID.|}}<br />
<br />
== Downloading your own Content ==<br />
<br />
You can download your own content for verification. Follow the steps below to do so:<br />
<br />
{{Single_Illustration|CTA_Uploader_Download_Content_01.png||}}<br />
<br />
#Log into your account for the Marketplace.<br />
#Click on '''Inventory'''.<br />
#Click on '''Your uploaded content''' to filter out the search results.<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Download_Content_02.png||}}<br />
|<br />
#Choose the content item or pack that you want to download<br />
#Click on '''Download Now'''.<br />
#A RLContent file will be created, double click it and start to download.<br />
#Please check if the items are installed in the correct folder directory.<br />
|}<br />
<br />
== Replacing Marketplace Content ==<br />
<br />
If you have not published your content on the Marketplace or the Content Store, then you still have a chance to modify the content pack by removing and adding items. However, if the content pack is already published, then removing any item from the pack will cause watermarks to appear when the user tries to use it. This is because the specific item ID for the removed item can no longer be found by our servers. Therefore, if you want to adjust the problematic published content, you must use the '''Replace''' function.<br />
<br />
In order to replace content, retrieve the original files that were used to create your custom content and start to upload the content by using the '''Content Uploader'''.<br />
<br />
{{Single_Illustration|CTA_Uploader_Replace_Content.png||}}<br />
<br />
'''1) Replace:''' Click on this button to start the replacement process.<br><br />
'''2) Item ID:''' Fill in the appropriate item ID which can be found from the URL of the content pack. Finish up by clicking the '''Replace''' button.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect".|}}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Uploader&diff=2205Content Dev:CTA Uploader2018-11-13T02:02:28Z<p>Miranda-reallusion: /* Creating Packs in the Marketplace */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#Content_Development|Content Development}}<br />
<br />
== General Process == <br />
<br />
# Finish your content with Reallusion approval.<br />
# Finish your commercialization images with Reallusion approval.<br />
# Upload the final content.<br />
# Assemble the pack in the Marketplace.<br />
# Download your own content for testing.<br />
<br />
== The Uploader ==<br />
<br />
You can download the '''Uploader''' application from https://city.reallusion.com/upload.html<br />
<br />
The instructions are on the same download page.<br />
<br />
=== Uploader User Interface ===<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_UI_Shrunk.png}}<br />
|style="width:480px"|<br />
'''A)''' Required information section.<br />
<br><br />
'''B)''' Optional informations section.<br />
<br><br />
'''1) Login:''' Enter your account name and password to begin the upload process.<br />
<br><br />
'''2) Add:''' choose the iContent that you want to upload, or drag the iContent onto this button.<br />
<br><br />
'''3) Item name:''' is the name on the website. Changing this value doesn't effect the actual content that is uploaded.<br />
<br><br />
'''4) Assign Subfolder:''' The installation directory for this content. Best practice is to use your brand name first and pack name second, for example: "Sappan Designs \ Speech Bubbles".<br />
<br><br />
'''5) Product:''' Application type for the content.<br />
<br><br />
'''6) Version:''' Application version that was used to create this content.<br />
<br><br />
'''7) Type:''' Corresponds with the type of organization in the Marketplace (will affect installation path).<br />
<br><br />
'''8) Category:''' Corresponds with the category organization in the Marketplace.<br />
<br><br />
'''9) Price:''' Decide how much your content is worth. Usually, one actor is worth 300 DA points and one prop is 60 DA points.<br />
<br><br />
'''10) Preview image:''' the same preview images can be used for all items of a single content pack.<br />
<br><br />
'''11) Tags:''' helps to categorize items for the search function. We suggest using pack and item names.<br />
<br><br />
'''12) Embed Watermark:''' Remember to check this option for DRM protection.<br />
<br><br />
'''13) Upload:''' When you start to upload content, make sure to check "Upload and hide from my store", otherwise, the published items can not be removed from the store.<br />
<br><br />
|}<br />
<br />
<br />
=== Batch Uploade ===<br />
You can select multiple content and change their parameters at the same time.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Batch.png||<br />
}}<br />
<br />
*If you have a lot of same type items(Characters or props), you can choose all of them and type information (like same subfolder or preview images) one time.<br />
*If you want to input the same information for multiple content entries, you can choose all of the content assets and start editing. Only the information with inputs will be updated, while the other items will stay with the current value.<br />
<br />
== Editing Content in the Marketplace ==<br />
<br />
In order to change modify your content for the Marketplace, you can click on '''Manage My Content''' in the Uploader to open the webpage to your Marketplace account. Inside your account, you'll find all of the items that you have uploaded. <br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Edit_Content.png||<br />
}}<br />
<br />
'''1) Edit:''' Allows for the editing of prices, names, thumbnails, etc. Once editing is complete, click on '''Save as Current Status''' to preserve the changes.<br />
<br />
'''2) Multi-edit:''' If you want to input the same information for multiple content entries, you can tick off the checkboxes to the left of the contents and click on '''Batch Edit Selected'''. In the following form, you'll notice the copy icon to the right of every entry field. You can click on this icon to replace the entry field of the other selected items with the current value. When you have finished, make sure to click on '''Save and Exit''' to preserve the modifications.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Marketplace_Batch.png||<br />
}}<br />
<br />
{{Notice|Once something is published, it will be sold in the Marketplace and can not be removed.}}<br />
<br />
== Creating Packs in the Marketplace ==<br />
<br />
Follow the steps below to create a pack for the Marketplace:<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Edit_Content_Detail.png||}}<br />
|<br />
#Go to your Reallusion portal.<br />
#Click on '''Create Pack''' from the left hand menu.<br />
#Fill in the pack information in the '''Edit Content Detail''' page.<br />
#Click '''Add New Item''' to add items to the content pack.<br />
#Check items that you want to add to the pack and click '''Add to Pack''' when finished.<br />
|}<br />
<br />
*You can find the finished pack by click on '''Edit Pack''' on the left-hand side.<br />
*When you click on the thumbnail of the pack, you can see the webpage that you've just created.<br />
<br />
<br />
Notice for Featured Developers:<br />
{{Single_Illustration<br />
|CTA_Uploader_URL2.png|Visit the store page where your Item is located then copy the 20 character ID number by right-clicking the image(s) on the page and select "Inspect". When you create a new pack, please provide your pack's ID to Reallusion and we will create the Content Store PID to connect to your Marketplace PID.|}}<br />
<br />
== Downloading your own Content ==<br />
<br />
You can download your own content for verification. Follow the steps below to do so:<br />
<br />
{{Single_Illustration|CTA_Uploader_Download_Content_01.png||}}<br />
<br />
#Log into your account for the Marketplace.<br />
#Click on '''Inventory'''.<br />
#Click on '''Your uploaded content''' to filter out the search results.<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Download_Content_02.png||}}<br />
|<br />
#Choose the content item or pack that you want to download<br />
#Click on '''Download Now'''.<br />
#A RLContent file will be created, double click it and start to download.<br />
#Please check if the items are installed in the correct folder directory.<br />
|}<br />
<br />
== Replacing Marketplace Content ==<br />
<br />
If you have not published your content on the Marketplace or the Content Store, then you still have a chance to modify the content pack by removing and adding items. However, if the content pack is already published, then removing any item from the pack will cause watermarks to appear when the user tries to use it. This is because the specific item ID for the removed item can no longer be found by our servers. Therefore, if you want to adjust the problematic published content, you must use the '''Replace''' function.<br />
<br />
In order to replace content, retrieve the original files that were used to create your custom content and start to upload the content by using the '''Content Uploader'''.<br />
<br />
{{Single_Illustration|CTA_Uploader_Replace_Content.png||}}<br />
<br />
'''1) Replace:''' Click on this button to start the replacement process.<br><br />
'''2) Item ID:''' Fill in the appropriate item ID which can be found from the URL of the content pack. Finish up by clicking the '''Replace''' button.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_URL.png|Visit the store page where your Item is located then copy the 20 character ID number from the URL address between the equal sign and ampersand.|}}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:CTA_Uploader_URL2.png&diff=2204File:CTA Uploader URL2.png2018-11-13T01:59:20Z<p>Miranda-reallusion: </p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_Asset_Provision&diff=2170Content Dev:CC Asset Provision2018-10-31T07:52:00Z<p>Miranda-reallusion: /* Avatar Templates */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Dev: CC_Asset|CC Asset Development}}<br />
<br />
== Model Resources ==<br />
<br />
=== Avatar Templates ===<br />
<br />
Developers should use either the male or female body model as a guide ( found under Source Files/CC<br />
Base Body ). Assets should be designed to fit the pose at frame 0 in the timeline. Joint orientations, foot<br />
contacts, and hand contacts should also be adjusted at frame 0. The Base Body Template should always<br />
be prefixed with “CC_Base_”, and during export should not possess any changes to the nomenclature.<br />
Name spaces are also prohibited.<br />
<br />
<br />
'''CC3 Character Base''' - The standard base used in Character Creator 3<br />
<br> Download the following files from [http://file.reallusion.com/CC3_Body_Templates.zip FTP]<br />
*Character: Female, Male, Neutral<br />
*File format: OBJ (for Max), OBJ (for Maya), FBX (for Max), FBX (for Maya)<br />
<br />
<br />
'''CC1 Character Base''' - The standard base used in Character Creator 1 & Character Creator 2<br />
<div><ul><br />
<li style="display: inline-block;">[[File:Provision_Base_Female.png |frame|none|Female gender templates.<br />
<hr>[[Media:Base_Female_OBJ_Y.rar|Download OBJ (Quad & Y up)]]<br />
<br>[[Media:Base_Female_OBJ_Z.rar|Download OBJ (Quad & Z up)]]<br />
<br>[[Media:Base_Female_FBX.rar|Download FBX]]<br />
<br>[[Media:Base_Female_FBX_LW_C4D.rar|Download FBX (LW & C4D)]]|link=]]</li><br />
<br />
<li style="display: inline-block;">[[File:Provision_Base_Male.png |frame|none|Male gender templates.<br />
<hr>[[Media:Base_Male_OBJ_Y.rar|Download OBJ (Quad & Y up)]]<br />
<br>[[Media:Base_Male_OBJ_Z.rar|Download OBJ (Quad & Z up)]]<br />
<br>[[Media:Base_Male_FBX.rar|Download FBX]]<br />
<br>[[Media:Base_Male_FBX_LW_C4D.rar|Download FBX (LW & C4D)]]|link=]]</li><br />
<br />
<li style="display: inline-block;">[[File:Provision_Base_Neutral.png |frame|none|Neutral gender templates.<br />
<hr>[[Media:Base_Neutral_OBJ_Y.rar|Download OBJ (Quad & Y up)]]<br />
<br>[[Media:Base_Neutral_OBJ_Z.rar|Download OBJ (Quad & Z up)]]<br />
<br>[[Media:Base_Neutral_FBX.rar|Download FBX]]<br />
<br>[[Media:Base_Neutral_FBX_LW_C4D.rar|Download FBX (LW & C4D)]]|link=]]</li><br />
<br />
</ul></div><br />
<br />
== Texture Resources ==<br />
<br />
=== UV Checkers ===<br />
<br />
UV checkers are necessary to test for good quality UV mapping. You may download the whole pack [[Media:UV_Checkers.rar|HERE]] including wide formats or download them individually via the links below.<br />
<br />
<div><ul><br />
<li style="display: inline-block;">'''Bright Grid'''[[File:UV_checker_thumb_01.png |frame|none|Comprehensive UV checker for general purpose applications.<br />
<hr>[[Media:UV_checker_grid_bright.png|Download 1:1 Square]]<br>[[Media:UV_checker_bright_wide.png|Download 1:2 Wide]]|link=]]</li><br />
<br />
<li style="display: inline-block;">'''Dark Grid'''[[File:UV_checker_thumb_05.png |frame|none|Comprehensive UV checker which can be easier on the eyes.<br />
<hr>[[Media:UV_checker_grid_dark.png|Download 1:1 Square]]<br>[[Media:UV_checker_grid_dark_wide.png|Download 1:2 Wide]]|link=]]</li><br />
<br />
<li style="display: inline-block;">'''Uniform Dots'''[[File:UV_checker_thumb_02.png |frame|none|Used for testing UV layout uniformity and size consistency.<br />
<hr>[[Media:UV_checker_dots.png|Download 1:1 Square]]<br>[[Media:UV_checker_dots_wide.png|Download 1:2 Wide]]|link=]]</li><br />
<br />
<li style="display: inline-block;">'''Horizontal Stripes'''[[File:UV_checker_thumb_03.png |frame|none|Used for testing horizontal congruency across UV borders.<br />
<hr>[[Media:UV_checker_horizontal.png|Download 1:1 Square]]<br>[[Media:UV_checker_horizontal_wide.png|Download 1:2 Wide]]|link=]]</li><br />
<br />
<li style="display: inline-block;">'''Vertical Strips'''[[File:UV_checker_thumb_04.png |frame|none|Used for testing vertical congruency across UV borders.<br />
<hr>[[Media:UV_checker_vertical.png|Download 1:1 Square]]<br>[[Media:UV_checker_vertical_wide.png|Download 1:2 Wide]]|link=]]</li><br />
</ul></div><br />
<br />
=== UV Templates ===<br />
<br />
UV templates facilitates the texture map creation process by providing a UV based blueprint. You may download the whole pack [[Media:UV_Templates.rar|HERE]] or download them individually via the links below.<br />
<br />
'''Head UV Templates'''<br />
<div><ul><br />
<li style="display: inline-block;">[[File:UV_template_thumb_04.png |frame|none|Version with white outlines on a black background.<br />
<hr>[[Media:UV_head_dark.png|Download White on Black]]|link=]]</li><br />
<br />
<li style="display: inline-block;">[[File:UV_template_thumb_05.png |frame|none|Version with black outlines on a white background.<br />
<hr>[[Media:UV_head_light.png|Download Black on White]]|link=]]</li><br />
<br />
<li style="display: inline-block;">[[File:UV_template_thumb_06.png |frame|none|Version with black outlines on a transparent background.<br />
<hr>[[Media:UV_head_transparent.png|Download Black on Transparent]]|link=]]</li><br />
</ul></div><br />
<br />
'''Body UV Templates'''<br />
<div><ul><br />
<li style="display: inline-block;">[[File:UV_template_thumb_01.png |frame|none|Version with white outlines on a black background.<br />
<hr>[[Media:UV_body_dark.png|Download White on Black]]|link=]]</li><br />
<br />
<li style="display: inline-block;">[[File:UV_template_thumb_02.png |frame|none|Version with black outlines on a white background.<br />
<hr>[[Media:UV_body_light.png|Download Black on White]]|link=]]</li><br />
<br />
<li style="display: inline-block;">[[File:UV_template_thumb_03.png |frame|none|Version with black outlines on a transparent background.<br />
<hr>[[Media:UV_body_transparent.png|Download Black on Transparent]]|link=]]</li><br />
</ul></div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=2169Content Dev:CC AHMP Guide2018-10-25T07:03:54Z<p>Miranda-reallusion: /* AHMP File Download */</p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v3.01 (Oct, 2018)<br />
| Please contact " developer@reallusion.com " to get it.<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=2167Content Dev:CC AHMP Guide2018-10-17T08:50:05Z<p>Miranda-reallusion: /* AHMP File Download */</p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v3.01 (Oct, 2018)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC3.01.zip|Download (AHMP v3.01)]]<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:Auto_Hide_Mesh_Settings_CC3.01.zip&diff=2166File:Auto Hide Mesh Settings CC3.01.zip2018-10-17T08:49:25Z<p>Miranda-reallusion: </p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=2165Content Dev:CC AHMP Guide2018-10-09T10:09:31Z<p>Miranda-reallusion: /* AHMP File Download */</p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v3.01 (Oct, 2018)<br />
| To be updated<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=2164Content Dev:CC AHMP Guide2018-10-09T10:09:19Z<p>Miranda-reallusion: /* AHMP File Download */</p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v3.01 (Oct, 2017)<br />
| To be updated<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Dynamic_Composite_Prop&diff=2157Content Dev:CTA Dynamic Composite Prop2018-03-16T02:15:10Z<p>Miranda-reallusion: /* Component Structure Example */</p>
<hr />
<div>{{TOC}}<br />
{{Parent|Content Dev:CTA Asset|CTA Asset Creation}}<br />
<br />
== Introduction ==<br />
<br />
In the past, compound props can be composed of several images but any animation acted upon the whole. Now in CTA 3.2, dynamic compound props are allowed wherefore, separate animated props can be put together. Therefore, the production objectives are separated into two distinct phases: <br />
<br />
#The production of dynamic '''assembly parts'''.<br />
#The combination of the '''assembly parts''' into the '''assembled product'''.<br />
<br />
=== Simple Production Summary ===<br />
<br />
Steps:<br />
#Assembly structure design.<br />
#Prepare the '''assembly part''' images and saving them as (*.swf) files.<br />
#Create animations for the '''assembly parts''' and save them as Motion Clips.<br />
#Save the Motion Clips into the '''assembly parts''' Action Menu.<br />
#Save the '''assembly parts''' as (*.ctProp).<br />
#Save the '''assembled product''' as (*.ctProp).<br />
#If the '''assembled product''' is an accessory, set the anchor point and save it as (*.ctAcc) instead.<br />
<br />
== Production Tools ==<br />
<br />
=== Related Tools ===<br />
<br />
{|class="wikitable"<br />
!Software<br />
!Version<br />
!Range of Usage<br />
|-<br />
|Adobe Illustrator<br />
|Animate CC<br />
|CTA3<br />
|-<br />
|CC and up<br />
|~<br />
|3.2 and up<br />
|-<br />
|Drawing source images.<br />
|Turning the source images into (*swf) files.<br />
|Creation of Dynamic Composite Props and setting of Accessory attachment points.<br />
|}<br />
<br />
=== Useful Examples ===<br />
<br />
The following files are provided for your preparation.<br><br />
You can also download the hair (*ctProp) sample files [[:File:Hair_Sample_ctProp_Files.zip|here]].<br />
<br />
{|class="wikitable"<br />
|{{#ev:youtube|https://www.youtube.com/watch?v=rR6gKazsguY|300|left|Simple tutorial on motion creation.}}<br />
|{{#ev:youtube|https://www.youtube.com/watch?time_continue=2&v=KTIfILOJ3O8|300|left|Hat top as parent.}}<br />
|{{#ev:youtube|https://www.youtube.com/watch?v=T_yWAtKAfQ0|300|left|Using transparent PNG as the Dummy.}}<br />
|}<br />
<br />
<br><br />
<br />
== Source Image Production ==<br />
<br />
=== Drawing Precautions ===<br />
<br />
#Before drawing make sure that the final assembly is both feasible and flexible.<br />
#Think about the feasibility of applying motion to the final assembly.<br />
#Before drawing designate a style and color pallet for the entire assembly.<br />
<br />
=== Assembly Parts ===<br />
<br />
After CTA 3.2, one can create dynamic composite prop with every component carrying it's own '''Action Menu'''.<br />
The composite '''Action Menu''' for the assembled product will tie together motions with the same name, letting them fire off simultaneously.<br />
The specification for the motion naming structure is as follows:<br />
<br />
{{Text_Block|<br />
#Linked motions should carry the same name.<br />
#Linked motions size should be the same.<br />
#Linked motions should have the same length, otherwise there will be gaps in the animation.<br />
#Unlinked motions will be listed in the bottom rows which can fire off individually.|320px}}<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Reallusion Power Tools 4 & 5 Motion Specification<br />
|-<br />
! Motion Name || Frames || Motion Name || Frames<br />
|-<br />
| Walking || 19 || Breeze || 20<br />
|-<br />
| Running || 20 || Frustration_Start || 16<br />
|-<br />
| StrongWind_Start || 10 || Frustration_End || 16<br />
|-<br />
| StrongWind_Loop || 10 || Exclamation_Start || 14<br />
|-<br />
| StrongWind_End || 10 || Exclamation_End || 12<br />
|}<br />
<br />
=== Assembled Product ===<br />
<br />
For the final assembly, designate a parent for the components to attach to.<br />
#Check if it is feasible to apply motion.<br />
#Check if the composite '''Action Menu''' is working as expected.<br />
<br />
== Production Workflow ==<br />
<br />
The procedure for creating the components for the assembled product is the same as for creating the prop, see [[Content_Dev:CTA_Prop|CTA Prop]].<br />
<br />
=== Parts Assembly Workflow ===<br />
<br />
==== Simple Workflow Summary ====<br />
<br />
#Design the component structure.<br />
#Draw the component parts.<br />
#Bring the drawings into Flash and export them in (*.swf) format.<br />
#Bring the (*.swf) files into CTA and save them as Props.<br />
#Create motions for the props based on your needs.<br />
#Save the animations into the '''Action Menu'''.<br />
#Save the animated props and apply thumbnail images.<br />
<br />
==== Component Structure Example ====<br />
<br />
You have the freedom to create your system for accessories, houses, automobiles, etc. The following is an example of the hat and belt systems for [https://www.reallusion.com/ContentStore/CTA/Pack/G3_Occupation_Combo/default.html|'''CTA G3 Power Tool 4 & 5'''].<br />
<br />
{{Duo_Illustration<br />
|CTA_DCP_01.png|Hat system.|<br />
|CTA_DCP_02.png|Belt system.|<br />
}}<br />
<br />
==== Important Considerations for Component Animations ====<br />
<br />
{{Text_Block|<br />
#Currently, the size of object do not affect the scale of its motion. Therefore it's best to avoid the use of '''Translate''', otherwise sizing the object can affect motion in unexpected ways. Use '''Deform''' instead to size and rotate the object.<br />
#Examine the feasibility of composing the parts together. Make sure the motion around the connection points are not too exaggerated otherwise the components might separate during animation.<br />
#There is currently no mirroring ability in the '''Composer''' mode. Therefore, symmetrical objects must be made separately.<br />
#Motions that need to fire off at the same time must share the same names.<br />
#Motions that need to fire off at the same time are recommended to have the same frame lengths.|350px}}<br />
<br />
{{Single_Illustration|CTA_DCP_03.png|'''Action Menu''' for dynamic composite prop.}}<br />
<br />
=== Assembled Product Workflow ===<br />
<br />
==== Step 1 ====<br />
<br />
{{Text_Block|<br />
Drag a prop component onto the '''Stage''' to become the parent object. Or use a transparent PNG as a Dummy object. The parenting method must be carefully selected for subsequent editing.<br />
}}<br />
<br />
{{Single_Illustration|CTA_DCP_04.png}}<br />
<br />
==== Step 2 ====<br />
<br />
{{Text_Block|<br />
Enter the '''Prop Composer''', add all of the composer parts, adjust the sizes, and layer the components properly (depth sorting).<br />
}}<br />
<br />
{{Single_Illustration|CTA_DCP_05.png}}<br />
<br />
==== Step 3 ====<br />
<br />
{{Text_Block|<br />
Return to the '''Stage''' and check if the '''Action Menu''' is behaving correctly.<br />
}}<br />
<br />
{{Single_Illustration|CTA_DCP_06.png}}<br />
<br />
==== Step 4 ====<br />
<br />
{{Text_Block|<br />
Select each and every motion to check if the composited result is behaving normally.<br />
}}<br />
<br />
{{Single_Illustration|CTA_DCP_07.gif}}<br />
<br />
==== Step 5 ====<br />
<br />
{{Text_Block|<br />
Use '''Content Manager > Prop''' to save the file.<br />
<br />
If the prop is an Accessory:<br />
#Enter the '''Actor Composer''' and drag the prop onto the character. <br />
#Adjust the location and size in proportion to the character.<br />
#Save the file under '''Content Manager > Actor > Accessory''' to create an affixed accessory.<br />
}}<br />
<br />
{{Single_Illustration|CTA_DCP_08.gif}}<br />
<br />
{{Duo_Illustration<br />
|CTA_DCP_09.png|You can use '''Composer > Vector Grouping Tool''' to set '''Color IDs'''.|<br />
|CTA_DCP_10.png|Then you use '''Render Style''' to adjust the coloring.|<br />
}}<br />
<br />
== Submission and Verification ==<br />
<br />
<br />
==== Standard File Formats ====<br />
<br />
Asset creators need to save files in the following formats to expedite future modifications and facilitate file backup.<br />
<br />
{|class="wikitable"<br />
!Saved Project||Description||File Format<br />
|-<br />
|Source Artwork||The final work file for the artwork.||*.ai<br />
|-<br />
|Flash File||The Flash file used to export the artwork in (*.swf) format.||*.fla<br />
|-<br />
|Artwork File||The final verified and exported artwork.||*.swf<br />
|-<br />
|Motion prop||The file used to create the motion -containing animation keys.||*.ctProject<br />
|-<br />
|Motion Clip||Motion clip file for every single animation.||*.ctAnim<br />
|-<br />
|Component Prop||The final component prop file(s).||*ctProp<br />
|-<br />
|Dynamic Composite Prop||The final assembled product.||*ctProp<br />
|}<br />
<br />
==== Verification Items and Process ====<br />
<br />
The verification process is broken down into two stages, the artwork and motion. The verification checklist is as follows:<br />
<br />
{{Text_Block|<br />
#Is the style and color pallet for the entire composition consistent?<br />
#Is the rhythm and quality of the motion up to standards?<br />
#Are the motions still normal when the component parts are put together?<br />
#Is the composite '''Action Menu''' working correctly?<br />
#Does the dynamic prop still contain animation keys?<br />
#Do the items of the '''Action Menu''' start with capital letters?<br />
#Are the names for the Accessory the '''Stage''' the same for the '''Scene Manager'''?<br />
#Is the placement at (0,0,0) and scale set to 100?|600px}}<br />
<br />
{{Single_Illustration|CTA_DCP_11.gif}}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Actor&diff=1943Content Dev:CTA Actor2018-02-13T01:51:30Z<p>Miranda-reallusion: </p>
<hr />
<div>{{TOC}}<br />
{{Parent|Content_Dev:CTA_Asset|CTA Asset}}<br />
<br />
== Introduction ==<br />
<br />
The following information can help you to get started on the CTA content creation process:<br />
{| class="wikitable"<br />
!Resource||Purpose||Link<br />
|-<br />
! scope="row" | CTA Actor Introduction<br />
|Basic knowledge and concept of CTA Content:<br />
*G2 vs G3 Character<br />
|[[Content_Dev: CTA_Actor_Introduction|CTA Actor Introduction]]<br />
|}<br />
<br />
== Production ==<br />
<br />
{| class="wikitable"<br />
!Resource||Purpose||Link<br />
|-<br />
! scope="row" | G3 Character<br />
|G3 Character creation guide by methods.<br />
*Design G3 characters directly from PSD files.<br />
*Design G3 characters directly from any image.<br />
|<br />
<hr><br />
[[Content_Dev: CTA_G3_Actor_Creation_PSD|CTA G3 Actor PSD Pipeline]]<hr><br />
[[Content_Dev: CTA_G3_Actor_Creation|CTA G3 Actor Image Pipeline]]<hr><br />
|-<br />
! scope="row" |G2 Character<br />
|Design G2 characters directly from any image.<br />
|[[Content_Dev: CTA_G2_Actor_Creation|CTA G2 Actor Image Pipeline]]<br />
|}<br />
<br />
== Submission & Publishing ==<br />
<br />
Use the following resources to facilitate the submission process.<br />
<br />
{| class="wikitable"<br />
!Resource||Purpose||Link<br />
|-<br />
! scope="row" | Marketplace Publication Guide<br />
|Publishing content to Marketplace via the Uploader.<br />
*Create Content via CrazyTalk Animator Pipeline<br />
*Upload Content via Uploader<br />
|[[Content_Dev: CTA_Actor_Publication|CTA Actor Publication]]<br />
|}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Prop&diff=1942Content Dev:CTA Prop2018-02-13T01:51:15Z<p>Miranda-reallusion: </p>
<hr />
<div>{{TOC}}<br />
{{Parent|Content_Dev:CTA_Asset|CTA Asset}}<br />
<br />
== Before You Begin ==<br />
<br />
=== Simple Workflow Overview ===<br />
<br />
#Prepare the source material<br />
#Make animations<br />
#Save animations in the Action Menu<br />
#Save the file<br />
#Apply a thumbnail<br />
<br />
=== Related Software & Tools ===<br />
<br />
{| class="wikitable"<br />
! Software || Version || Usage <br />
|-<br />
|Adobe Illustrator || CC above above || Primary drawing tool.<br />
|-<br />
|Animate CC || - || Compose the art asset into SWF format.<br />
|-<br />
|CTA3 || 3.0 || Prop creation tool.<br />
|-<br />
|CTA3 || 3.2 and above || Prop and Accessory creation tool.<br />
|}<br />
<br />
=== Provided Material ===<br />
<br />
{| class="wikitable"<br />
! File || Description & Usage || Download<br />
|-<br />
|Dummy.png || Used as an alternative control element when creating motion enabled prop. || [[Media:Dummy.png|Dummy.png]]<br />
|}<br />
<br />
== Source Material Creation ==<br />
<br />
=== Things to Look Out for ===<br />
<br />
{{Single_Illustration|Outline_Stroke.png|Illustrator can turn line strokes to vector shapes.||right}}<br />
<br />
*The overall style and color tones should be determined before each production.<br />
*CTA does not support image blur and other special effects from Photoshop or Illustrator. However, it does support simple material transparency.<br />
*As much as possible, use the Illustrator's '''Pathfinder''' or the '''Shape Builder Tool''' to merge the shapes of identical colors, so that problems don't arise when a Render Style is applied to the prop.<br />
*Once the prop is drawn, convert all paths to shapes. For example, via Illustrator '''Object > Path > Outline Stroke''' function.<br />
*Once the image for the prop is complete, make sure the naming convention for it along with its parts are correct.<br />
<br />
=== Source Material Preparation ===<br />
<br />
==== General Static Objects ====<br />
<br />
'''(1)''' Create a single image for static props and backdrops: static accessories, chairs, tables, etc.<br />
<br />
'''(2)''' Copy and paste the image into Flash after it is completed in Illustrator.<br />
:*Open Flash and select ActionScript 3.0.<br />
:*Copy and paste the image from Illustrator (No need to adjust the canvas size).<br />
<br />
{{Single_Illustration|CTA_Prop_001.JPG}}<br />
<br />
'''(3)''' Export a SWF file with a capitalized English name.<br />
<br />
{{Single_Illustration|CTA_Prop_002.JPG}}<br />
<br />
==== Animated Compound Objects ====<br />
<br />
'''(1)''' Make one or more images to create motion. For example: dynamic accessories, blowing kisses, floating balloons, etc.<br />
<br />
'''(2)''' Take the following toaster as an example; Separate the prop according to the needs of the animation and save each one as an individual SWF file.<br />
<br />
{{Single_Illustration|CTA_Prop_003.JPG||}}<br />
<br />
== Prop Creation Process ==<br />
<br />
=== Static Objects ===<br />
<br />
'''(1)''' Drag and drop the SWF file into CTA.<br />
<br />
'''(2)''' Make sure the position is set to X:0 / Y:0 / Z:0.<br />
<br />
{{Single_Illustration|CTA_Prop_004.jpg|Enter the Composer to adjust the size of the prop.<br />
<br />
<br>The position of the prop can be reset by using the RTS reset button.}}<br />
<br />
'''(3)''' Once the settings are done, save the prop in the Content Manager:<br />
<br />
{{Single_Illustration|CTA_Prop_005.jpg|In order to save, select '''Prop''' and '''Custom''' section then press the plus button.}}<br />
<br />
=== Animated Compound Objects ===<br />
<br />
'''(1)''' Drag and drop the object into CTA and save it with the Content Manager:<br />
<br />
{{Single_Illustration|CTA_Prop_006.png|A folder contains all of the components of the compound object}}<br />
<br />
'''(2)''' Add a Dummy according to the needs of the motion: under '''Create Media > Props''' select a transparent Dummy PNG image or drag it into the scene.<br />
<br />
{{Single_Illustration|CTA_Prop_007.gif|The first image brought into CTA will become the parent of the subsequent images.<br />
<br>This is to say that the first image also dictates the position of the subsequent child images.<br />
<br>'''Left:''' images reside under a Dummy parent, so when the paper is moved the symbol does not follow along.<br />
<br>'''Right:''' the symbol is attached to the paper image. When the document is moved, so does the symbol.<br />
}}<br />
<br />
'''(3)''' Select the Dummy object and enter Composer.<br />
:1) Assemble the prop. <br />
::*When nothing is select: double-click on an item to bring it in from the Content Manager.<br />
::*If something is already selected: double-clicking an item in the Content Manager replaces the original image.<br />
:2) Once the assembly is complete, pick the Dummy and enter the Sprite Editor to adjust the size of the Dummy to the size of the object.<br />
:3) Once the compound prop is complete, exit the Composer.<br />
<br />
{{Single_Illustration|CTA_Prop_008.JPG}}<br />
<br />
'''(4)''' Position the object at X:0 / Y:0 / Z:0.<br />
<br />
'''(5)''' Start to work on the motion:<br />
<br />
{{Single_Illustration|CTA3_Prop_Toaster_Transform.JPG}}<br />
<br />
{{Notice|Scaling the object in '''Stage''' is normal, whereas scaling the same object in '''Composer''' will cause errors in animation. The reason being that transformational data is not inherited when an object goes back to the '''Stage''' from the '''Composer''. Therefore, avoid using translate when making the motions. Take a look at the examples below to see the difference between scaling in the '''Composer''' and the '''Stage'''. However, using '''Deform''' to create motion has it's own set of problems (to be explained).}}<br />
<br />
{{Single_Illustration|CTA3_Scale_Issues.gif}}<br />
<br />
:1) Select a motion key and open its Transition Curve under the context menu to access the individual axes.<br />
:2) Press '''F3''' to open the Timeline Window.<br />
:3) Select the prop and press '''K''' to open the Prop Key Editor.<br />
:4) Enable '''Smooth Deformed Object''' in order to start using the Deform function.<br />
<br />
{{Single_Illustration|CTA_Prop_010.jpg}}<br />
<br />
'''(6)''' Store the motion (There are two ways of doing this).<br />
<br />
:a) Add to Action Menu (Suitable when the name of the motion is already decided)<br />
::1) Select a motion segment on the Collect Clip track.<br />
::2) Right click and '''Add to Action Menu'''.<br />
::3) Name the Action according to the type of motion.<br />
<br />
:b) Add to Action Menu upon export (Suitable when unsure about the name of the motion, which can easily be changed at this point).<br />
::1) Select a motion segment on the '''Collect Clip''' track.<br />
::2) Right click and '''Export'''.<br />
::3) Name the Action according to the type of motion.<br />
::4) Right click on the prop and perform '''Action Menu > Action Menu Editor''' to bring in the exported motion files.<br />
::5) Once the motions are stored, access the '''Action Menu''' to view the motion list.<br />
<br />
'''(7)''' Remove all keys (Make sure to backup the file at this point).<br />
<br />
::1) Select all of the motion keys in the '''Collect Clip''' track.<br />
::2) '''Right Click > Delete Range > Delete Data''' (Once deleted, the prop should return to its initial state).<br />
<br />
'''(8)''' Check and verify:<br />
<br />
*Make sure the position is zeroed out: X:0 / Y:0 / Z:0.<br />
*Make sure the size of the prop is set to 100.<br />
*Check if the names of the prop in the Stage and Composer's Scene Manager are the same.<br />
*Make sure every motion has an appropriate name and is saved in the Action Menu.<br />
<br />
'''(9)''' Save the prop into the Content Manager.<br />
<br />
'''(10)''' Apply the thumbnail. For more information, see [[Content Dev:CTA Thumbnailing|CTA Thumbnailing]].<br />
<br />
=== Scenes ===<br />
<br />
'''(1)''' Once the backdrop props are complete in Illustrator and Flash, make sure both the prop names and prop file names are appropriate. <br />
<br />
'''(2)''' Drag and drop the SWF files into CTA to assemble the environment. Make sure that the Z-depth ordering is different for all of the props to prevent flickering when the camera is moved.<br />
<br />
'''(3)''' Animate props according to the needs of the environment.<br />
<br />
'''(4)''' Once the scene is assembled, save the project and every individual prop as its own file.<br />
:1) Zero out the position of the prop and set its scale to 100.<br />
:2) Check the naming of the prop in the Stage and the Composer's Scene Manager.<br />
:3) Save the prop into the Content Manager.<br />
<br />
'''(5)''' Save out the scene:<br />
<br />
:1) Check for missing or locked props and select all of the props in the scene.<br />
<br />
{{Single_Illustration|CTA_Prop_014.jpg}}<br />
<br />
:2) Right click on the scene and perform '''Convert to Scene'''.<br />
<br />
{{Duo_Illustration|CTA_Prop_015.jpg|||CTA_Prop_016.jpg}}<br />
<br />
'''(6)''' Finish by saving the scene in the Content Manager.<br />
<br />
=== Wearable Accessories ===<br />
<br />
Accessories are categorized as dynamic (carrying motion) and static. The processing of which is the same as processing a prop. However, there are some important things to consider when making accessories:<br />
<br />
*In order to fit most characters, the accessory can be composed of parts that make it easy to adjust in the Composer.<br />
<br />
{{Single_Illustration|CTA_Prop_017.png}}<br />
<br />
*Accessories with front and back layers need to be saved as separate SWF files and put together in the Composer.<br />
<br />
{{Single_Illustration|CTA_Prop_018.JPG}}<br />
<br />
{{Text_Block|Once an accessory is applied to a character, the layer ordering can be adjusted under '''Composer > Layer manager'''.}}<br />
<br />
{{Single_Illustration|CTA_Prop_019.JPG}}<br />
<br />
<br />
For more details about creating accessories, please take a look at the [[Content_Dev:CTA_Accessories|Accessory Creation]].<br />
<br />
== Submission & Verification ==<br />
<br />
=== Output Standard Formats ===<br />
<br />
==== File Save Overview ====<br />
<br />
Developers should save the following files for backup and editing if required.<br />
<br />
{| class="wikitable"<br />
! File || Description || Type<br />
|-<br />
| Source material file || The final version of the image files made in Adobe Illustrator. || *.ai<br />
|-<br />
| Flash file || The Flash file used for exporting the images in SWF format. || *.fla<br />
|-<br />
| SWF file || The final images exported from Flash. || *.swf<br />
|-<br />
| Dynamic prop creation file || The production files for the prop with motion keys. || *.ctProject<br />
|-<br />
| Scene assembly file || The project where the scene elements are assembled in. || *.ctProject<br />
|-<br />
| Scene file || The environment file exported from the scene project. || *.ctScene<br />
|}<br />
<br />
==== Final File Formats & Naming Conventions ====<br />
<br />
Prop and motion names:<br />
<br />
*Please follow the naming conventions set by the Project Manager.<br />
*Use your best judgement when coming up with suitable names.<br />
<br />
=== Points of the Verification Process ===<br />
<br />
==== Verification Process ====<br />
<br />
The verification process is separated into two phases: graphics and motion.<br />
<br />
==== Stage by Stage Inspection List and Description ==== <br />
<br />
'''(1)''' Whether or not the style and color tone is consistent for the entire image.<br />
<br />
'''(2)''' Check the rhythm and the performance of the motion.<br />
<br />
{{Single_Illustration|CTA_Prop_20.gif}}<br />
<br />
'''(3)''' Whether or not the prop names match in the Stage and the Composer's Scene Manager.<br />
<br />
'''(4)''' Whether or not the prop still carries motion keys.<br />
<br />
'''(5)''' Check for missing motion in the Action Menu or motion names that have not been updated.<br />
<br />
'''(6)''' Make sure the position is zeroed out and the scale is set to 100.<br />
<br />
'''(7)''' Move the camera around to check for defects and flickering in the backdrop image.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Accessories&diff=1941Content Dev:CTA Accessories2018-02-13T01:51:02Z<p>Miranda-reallusion: </p>
<hr />
<div>{{TOC}}<br />
{{Parent|Content_Dev:CTA_Asset|CTA Asset}}<br />
<br />
== Before you Begin ==<br />
<br />
=== Introduction to Accessories ===<br />
<br />
Previously, Accessories were considered the same as Props; wherein, it must be applied onto a parent bone inside the Composer to behave like an accessory. In contrast, the new Accessory format inside CTA 3.2 allows for quick application of accessories via double-clicking. For example: Double-clicking on a pair of glasses accessory will automatically apply it to the nose of the character.<br />
<br />
{| class="wikitable"<br />
!Comparison Table||Prop Format||Accessory Format<br />
|-<br />
! scope="row" | Extension Name<br />
|*.ctProp<br />
|*.ctAcc<br />
|-<br />
! scope="row" | Content Location<br />
|Content Manager > Prop<br />
|Content Manager > Actor > Accessory<br />
|-<br />
! scope="row" | Saves Positioning<br />
|NO:<br>Needs to be dragged and dropped onto the character.<br />
|YES:<br>Double click to apply to a predetermined position on the body.<br />
|-<br />
! scope="row" | Method for Saving<br />
|Prop Tab > save as Prop:<br>Positioning data will be cleared.<br />
|Accessory Tab > save as Accessory:<br>Positioning data will be recorded.<br />
|}<br />
<br />
=== Basic Workflow ===<br />
<br />
#Prepare the art materials.<br />
#Create motion and establish the visual style.<br />
#Save the motion in the Action Menu.<br />
#Save the file as (*.ctProp).<br />
#Set the position of the Prop on the character.<br />
#Save the Prop as (*.ctAcc).<br />
<br />
Step 2 & 3 are optional.<br />
<br />
=== Software & Tools ===<br />
<br />
{| class="wikitable"<br />
!Software||Version||Usage<br />
|-<br />
|Adobe Illustrator||CC and above||Create vector art.<br />
|-<br />
|Animate CC||||Save the vector drawings as SWF.<br />
|-<br />
|CTA3||3.2 and above||Create the Accessory and set the attachment point.<br />
|}<br />
<br />
== Content Creation Process ==<br />
<br />
=== Drawing Precautions ===<br />
<br />
#Make sure to have the style and tone determined beforehand.<br />
#Draw the vector art in Illustrator<br />
#Determine if the vector path needs to be set as '''Outline Stroke''' and set according to your needs.<br />
#Bring the vector image into Flash and export a SWF file.<br />
#Import the SWF file into CTA and open the '''Render Style''' menu to verify the '''Show outline''' settings.<br />
<br />
==== Outline Stroke vs Regular Path ====<br />
<br />
You can enable '''Outline Stroke''' in Illustrator via '''Object > Path > Outline Stroke'''.<br />
<br />
{{Single_Illustration|CTA_Acc_Before_After_Outline_Stroke.JPG|Outline Stroke turns the path into a shape.}}<br />
<br />
*When '''Outline Stroke''' is applied, the '''Show outline''' option will also be enabled inside CTA.<br />
*The opposite is true when '''Outline Stroke''' not applied.<br />
<br />
{{Single_Illustration|CTA_Acc_Hide_Outline.JPG|Before '''Outline Stroke''' the '''Show outline''' option in CTA is disabled.}}<br />
<br />
{{Single_Illustration|CTA_Acc_Show_Outline.JPG|After '''Outline Stroke''' the '''show outline''' option in CTA is enabled.}}<br />
<br />
*When '''Show outline''' is enabled, the stroke will not scale with the object. Instead, it will maintain the same thickness.<br />
*When '''Show outline''' is disabled, the stroke will scale with the object; causing it to get thinner and thicker in line with the scale of the object.<br />
<br />
{{Single_Illustration|CTA_Acc_Comparing_Strokes.JPG|Left side box has '''Show outline''' enabled; the right side box does not.}}<br />
<br />
=== Assembling the Parts ===<br />
<br />
CTA 3.2 has a new tools for making composite Accessories with parts that carry motion. These motions can then be saved in the Action Menu with the ability of motions with the same names triggering at the same time. Parts creation process is the same as that of Props; for more details, take a look at the [[Content_Dev:CTA_Prop#Prop_Creation_ProcessProp|Prop Creation Process]]. A summary of the process is as follows:<br />
<br />
#Drawn parts should be brought into Flash and exported as SWF.<br />
#Bring the SWF file into CTA and save as a Prop.<br />
#Create the motion for the parts according to your needs.<br />
#Save the motion in the Action Menu.<br />
#Save the file and create a thumbnail.<br />
<br />
== Accessory Creation Workflow ==<br />
<br />
=== Ordinary Accessories ===<br />
<br />
Regular Accessories can be made from props that have designated attachment points. Using the glasses as an example, you can set the attachment point by:<br />
#Open a character and enter into the '''Composer'''.<br />
#Drag and drop the glasses onto the nose.<br />
#Further adjust the positioning of the glasses along with its scale values.<br />
#Save the Prop via '''Content Manager > Actor > Accessory''' to finish.<br />
<br />
Now you can double-click on the glasses accessory and it should snap onto the attachment point on the nose.<br />
<br />
[[Image:CTA_Acc_Glasses.gif|600px]]<br />
<br />
=== Compound Accessories ===<br />
<br />
Compound Accessories can be composed of several parts; with each part able to carry motion. Hair compound accessory will be used in the examples below.<br />
<br />
==== Creating Motions for Individual Parts ====<br />
<br />
#Create the motion according to your needs.<br />
#Use '''Collect Clip''' to export the motion.<br />
#Save the motion in the '''Action Menu'''.<br />
#Save the file in the '''Prop''' section.<br />
<br />
==== Composing the Parts and Setting Attachment Points ====<br />
<br />
There are two ways to compose a compound Accessory: in the '''Actor Composer''' or the '''Prop Composer'''.<br />
<br />
===== Assembling in the Actor Composer =====<br />
<br />
#Open an actor and enter the '''Composer''' mode.<br />
#Delete the original hair.<br />
#Drag and drop the scalp onto the character's head (the scalp will become the parent for the hair).<br />
#Drag and drop the other parts of the hair over the scalp.<br />
#Adjust their positioning, layer order, etc.<br />
#Select each hair part and perform '''Attach''' to the scalp.<br />
#Once assembled, save the object via '''Content Manager > Actor > Accessory'''.<br />
<br />
[[File:CTA_Acc_Hair.gif|600px]]<br />
<br />
===== Assembling in the Prop Composer =====<br />
<br />
#Drag and drop the scalp onto the stage and enter the '''Composer''' mode.<br />
#Drag and drop other parts for the hair and adjust the size and positioning.<br />
#Once assembled, save the item as a Prop and go back to the stage.<br />
#Open a character and enter the '''Composer''' mode.<br />
#Take out the original hair of the character.<br />
#Drag and drop the hair Prop that was just made onto the character.<br />
#Adjust the Prop's size, positioning, etc.<br />
#Save the Prop under '''Content Manager > Actor > Accessory'''.<br />
<br />
[[File:CTA_Acc_Hair2.gif|600px]]</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Asset&diff=1894Content Dev:CTA Asset2018-02-09T07:12:51Z<p>Miranda-reallusion: </p>
<hr />
<div>{{TOC}}<br />
{{Parent|Content_Development#CTA_Content_Development|CTA Content Development}}<br />
<br />
== Asset Production Guides ==<br />
Creation guide per asset type.<br />
<br />
{| class="wikitable"<br />
!Resource||Purpose||Link<br />
|-<br />
! scope="row" width="120"| Actor<br />
|Learn to create CTA characters:<br />
*Preparation<br />
*Production<br />
*Submission and Publishing<br />
|[[Content_Dev: CTA_Actor|CTA Actor]]<br />
|-<br />
! scope="row" | Prop<br />
|Learn to create CTA static and animated props:<br />
*Source Material Creation<br />
*Prop Creation Process<br />
*Submission & Verification<br />
|[[Content_Dev: CTA_Prop|CTA Prop]]<br />
|-<br />
! scope="row" | Dynamic Composite Props<br />
|Learn to create CTA animated composite props:<br />
*Preparation<br />
*Source Material<br />
*Production Process<br />
|[[Content_Dev: CTA_Dynamic_Composite_Prop|CTA Dynamic Composite Prop (Will be updated in March)]]<br />
|-<br />
! scope="row" | Accessory<br />
|Learn to create wearable items for CTA characters:<br />
*Before You Begin<br />
*Content Creation Process<br />
*Accessory Creation Workflow<br />
|[[Content_Dev: CTA_Accessories|CTA Accessories]]<br />
|-<br />
! scope="row" | Hair<br />
|Learn to create CrazyTalk compatible hair:<br />
*<br />
*<br />
*<br />
|[[Content_Dev: CTA_Hair|CTA Hair]]<br />
|}<br />
<br />
== Submission Checklist ==<br />
<br />
{{Article|Content_Dev:CTA_Submission_Checklist|CTA Submission Checklist (Will be updated in March)}}<br />
Make sure to verify your assets before submission to the Content Store and Marketplace.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_Normals_Bake&diff=1861Content Dev:CC Normals Bake2018-02-05T06:00:21Z<p>Miranda-reallusion: </p>
<hr />
<div>{{TOC}}<br />
{{Parent|Content_Dev:CC_Asset_Production_Precautions#Normal_Map_Baking|CC Asset Production Precautions}}<br />
<br />
== The Current Problem ==<br />
<br />
Lax normal implementation for general props in iClone will have no problems. However, when the same normals implementation is applied to a skinned mesh and brought into iClone, problems do occur. This is because normal recalculations inside iClone will result in shading artefacts.<br />
<br />
{{Duo_Illustration<br />
|Normal_map_problem_before.png|Before the application of skin weights.|<br />
|Normal_map_problem_after.png|After the application of skin weights.|<br />
}}<br />
<br />
Particularly obvious are the concave shading effects on the skinned mesh. Working backwards to fix the normals for the skinned mesh will, in turn, cause shading problems when applied to a prop. Continue reading this article to acquire the know-how for creating normal maps that is compatible with both props and characters inside CC and iClone along with any other major third party 3D software.<br />
<br />
== Normals Baking Process ==<br />
<br />
=== Basic Workflow ===<br />
<br />
==== Prior ''Problematic'' Workflow ====<br />
<br />
#Align the high and low poly geometries.<br />
#Completely smooth the surface normals for the low poly geometry as a single smoothing group.<br />
#Create the offset cage.<br />
#Bake the normal map from high to low poly.<br />
<br />
==== Latter ''Improved'' Workflow ====<br />
<br />
#Align the high and low poly geometries.<br />
#Apply appropriate smoothing groups to the low poly mesh.<br />
#Split UV seams along hard edges according to the smoothing groups.<br />
#Create the offset cage.<br />
#Bake the normal map from high to low poly.<br />
<br />
{{Notice|Most drastic changes in the new workflow is in the handling of smoothing groups, UV splitting and bake cage creation.}}<br />
<br />
=== Important Points ===<br />
<br />
==== Smoothing Groups ====<br />
<br />
The point of smoothing groups is to create hard and soft surface shading. This relieves the normal map from having to change a smooth look to a hard look for broad surfaces, and vice versa. Instead, the normal map can be left to its strengths, which lies in the rendering of fine details.<br />
<br />
{{Duo_Illustration<br />
|Smoothing_group_02.png|Smoothing group set to soft for the low poly baking geometry.|<br />
|Smoothing_group_04.png|Results in shading artefacts for hard edged surfaces.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Smoothing_group_01.png|Smoothing group set to hard for the low poly baking geometry.|<br />
|Smoothing_group_03.png|Results in correct shading for hard edged surfaces.|<br />
}}<br />
<br />
As illustrated, when a hard surface object does not have proper smoothing groups, then the baked normal map will create a gradient effect across mesh faces of large surface angles. This also has a slight effect on the lighting of object. Smoothing groups should be set when dealing with hard surfaces with acute surface angles.<br />
<br />
==== UV Seams Separation ====<br />
<br />
Black edges often appears in the normal map that is produced from a low poly mesh with smoothing group set to hard. Which, can be fixed by using UV split and separation. This problem is the result of the inability of the UV line to sample the appropriate side of a hard edge, resulting in a gap where nothing is sampled. <br />
<br />
{{Duo_Illustration<br />
|Uvs_and_pixels.png|A UV line sampling across several pixels.|<br />
|Black_edge_artefact.png|During the bake, the UV edge erroneously samples from both sides of the hard edge, creating a black line.|<br />
}}<br />
<br />
==== Creating the Bake Cage ====<br />
<br />
The use of a projection cage can prevent bake artefacts from ray mis-direction by providing a target for the ray to point toward. Ray mis-directions can result in strange shading on the mesh, particularly around hard edges.<br />
<br />
{{Single_Illustration|With_without_cage.png|A cage can control the shooting direction of the projection rays during the baking process.|}}<br />
<br />
{{Duo_Illustration<br />
|Cube_cage_01.png|Normal artefacts due to cageless projection.|<br />
|Cube_cage_02.png|Good results from the implementation of a cage.|<br />
}}<br />
<br />
=== Using xNormal's SBM Format ===<br />
<br />
==== 3DS Max SBM plugin ====<br />
<br />
1) Select the high poly model for export and select '''xNormal SBM Exporter (*.SBM)''' in the dropdown menu.<br />
<br />
{{Single_Illustration|XNormal_SBM_01.png||}}<br />
<br />
2) Click on the '''High definition mesh''' and press on the '''Export''' button.<br />
<br />
{{Single_Illustration|XNormal_SBM_02.png||}}<br />
<br />
*Some things must be done to the low poly model before it can be exported.<br />
<br />
{{Single_Illustration|XNormal_SBM_03.png||}}<br />
<br />
3) On the '''Editable Poly''' apply an '''Edit Mesh''' modifier or change the model type to '''Mesh'''. This step is needed because xNormal can not create a cage from '''Poly''' or '''Path'''.<br><br />
4) Apply a '''Projection''' modifier on top of the modifier stack and export the low poly in (*.SBM) format.<br />
<br />
{{Single_Illustration|XNormal_SBM_04.png||}}<br />
{{Single_Illustration|XNormal_SBM_05.png||}}<br />
<br />
5) Select '''Low definition mesh''' and press the '''Export''' button.<br><br />
6) Pay attention to the Log message and adjust the export process when necessary to export the mesh successfully.<br />
<br />
{{Single_Illustration|XNormal_SBM_06.png|Message for successful export.|}}<br />
<br />
{{Single_Illustration|XNormal_SBM_07.png|Message for unsuccessful export.|}}<br />
<br />
7) Launch xNormal and drag the mesh files into their respective low and high poly slots.<br />
<br />
{{Single_Illustration|XNormal_SBM_08.png||}}<br />
{{Single_Illustration|XNormal_SBM_09.png||}}<br />
<br />
8) Make sure to enable '''Use cage''' option for the low poly file.<br><br />
9) Set the export directory and image sizes then bake the textures.<br />
<br />
==== Creating the Projection Cage in 3DS Max ====<br />
<br />
1) Select the high poly mesh and export it in OBJ format. Make sure to not check any of the '''Optimize''' settings to prevent the software from changing aspects of the mesh.<br />
<br />
{{Single_Illustration|3ds_max_bake_cage_01.png||}}<br />
<br />
2) Select the low poly mesh and apply a '''Projection''' modifier to create a semi-transparent cage.<br />
<br />
{{Single_Illustration|3ds_max_bake_cage_02.png||}}<br />
<br />
{{Duo_Illustration<br />
|3ds_max_bake_cage_03.png||<br />
|3ds_max_bake_cage_04.png||<br />
}}<br />
<br />
3) Adjust the size of the cage for the '''Projection''' modifier then click the '''Export...''' button to save a cage that is slightly larger than the base model.<br />
<br />
{{Single_Illustration|3ds_max_bake_cage_05.png||}}<br />
<br />
4) Open xNormal and import both the high and low poly model.<br> <br />
5) Check '''Use cage''' for the low poly model.<br />
<br />
{{Single_Illustration|3ds_max_bake_cage_06.png||}}<br />
<br />
6) Right click on the low poly model input and select '''Browse external cage file''' to load in the exported cage file.<br><br />
7) Double check the export directory and texture size and proceed to bake the textures.<br />
<br />
== Common Production Issues ==<br />
<br />
=== Hard vs Soft Edge Comparison ===<br />
<br />
There are significant shading differences between a hard-edged low poly geometry and a soft-edged low poly geometry.<br />
<br />
{{Quintuple_Illustration<br />
|Hard_Soft_Edge_Comparison_01.png|Soft-edged 120° ∠|<br />
|Hard_Soft_Edge_Comparison_03.png|Soft-edged 110° ∠|<br />
|Hard_Soft_Edge_Comparison_05.png|Soft-edged 90° ∠|<br />
|Hard_Soft_Edge_Comparison_07.png|Soft-edged 70° ∠|<br />
|Hard_Soft_Edge_Comparison_09.png|Soft-edged 60° ∠|<br />
}}<br />
{{Quintuple_Illustration<br />
|Hard_Soft_Edge_Comparison_02.png|Hard-edged 120° ∠|<br />
|Hard_Soft_Edge_Comparison_04.png|Hard-edged 110° ∠|<br />
|Hard_Soft_Edge_Comparison_06.png|Hard-edged 90° ∠|<br />
|Hard_Soft_Edge_Comparison_08.png|Hard-edged 70° ∠|<br />
|Hard_Soft_Edge_Comparison_10.png|Hard-edged 60° ∠|<br />
}}<br />
<br />
From the test cases above, we can deduce that shading artefacts on the soft-edged low poly is not very obvious when the angles are blunt or obtuse (greater than 90°). However, once the angle is sharp or acute (less than 90°) then the problems in the shading become obvious. In comparison, in all cases where the hard-edged low poly was used, there is no practical visual disparity between the high and low poly shading. The differences are even more evident when looking at the normal textures below.<br />
<br />
{{Duo_Illustration<br />
|Hard_soft_edge_normal_map_02.png|Soft-edged 90° ∠ low-poly normal map.|<br />
|Hard_soft_edge_normal_map_01.png|Hard-edged 90° ∠ low-poly normal map.|<br />
}}<br />
<br />
From the test case above, it is obvious that the normal map for the soft-edged low poly geometry has to work a lot harder to create the illusion of hard edges. It does this by compensating for the smoothness of the low poly geometry by countering the shading with vast swaths of gradients. If the destination 3D application can not rework the shading, then attaining proper smoothness is impossible. In contrast, the hard-edged low poly mesh already possesses the proper hard edged shading. Therefore, it does not have to compensate with gradients in order to render smooth, flat surfaces.<br />
<br />
The results does not mean that one should use hard-edged surfaces at all costs and avoid the use of soft-edged surfaces. In fact, both have their specific use cases. We recommend the use of soft-edged meshes for blunt angles and soft objects such as cloth, and hard-edged meshes for sharp angles and hard surfaces like metals.<br />
<br />
=== Connected vs Split UV Comparison ===<br />
<br />
The following example uses a low poly mesh with smooth edges along with a projection cage.<br />
<br />
{{Duo_Illustration<br />
|Connected_split_uv_01.png|Connected UV edges.|<br />
|Connected_split_uv_02.png|Split UV edges.|<br />
}}<br />
<br />
{{Triple_Illustration<br />
|Hard_edged_UV_merged_and_split_01.png|Connected UV edges 120° ∠|<br />
|Hard_edged_UV_merged_and_split_02.png|Connected UV edges 110° ∠|<br />
|Hard_edged_UV_merged_and_split_03.png|Connected UV edges 90° ∠|<br />
}}<br />
{{Duo_Illustration<br />
|Hard_edged_UV_merged_and_split_04.png|Connected UV edges 70° ∠|<br />
|Hard_edged_UV_merged_and_split_05.png|Connected UV edges 60° ∠|<br />
}}<br />
<br />
{{Triple_Illustration<br />
|Hard_edged_UV_merged_and_split_06.png|Split UV edges 120° ∠|<br />
|Hard_edged_UV_merged_and_split_07.png|Split UV edges 110° ∠|<br />
|Hard_edged_UV_merged_and_split_08.png|Split UV edges 90° ∠|<br />
}}<br />
{{Duo_Illustration<br />
|Hard_edged_UV_merged_and_split_09.png|Split UV edges 70° ∠|<br />
|Hard_edged_UV_merged_and_split_10.png|Split UV edges 60° ∠|<br />
}}<br />
<br />
According to the test cases above, edge seams result from baking hard-edged low-poly surfaces without first splitting its UVs. This problem exists for all angles with only a slight difference in the severity.<br />
<br />
{{Duo_Illustration<br />
|Normal_map_merged_split_01.png|Connected UV at 90° ∠|<br />
|Normal_map_merged_split_02.png |Split UV at 90° ∠|<br />
}}<br />
<br />
This problem arises from the inability of the merged UVs to grab the right sampling pixel during the baking process. The confusion between whether to grab the inside or outside pixel causes normals to have a noticeable seam. However, simply splitting the UVs is not enough. One would also have to separate the UV shells with a buffer distance, otherwise the same problem will still occur.<br />
<br />
=== Baking With vs Without Cage ===<br />
<br />
In all of the cases below, the model is set to hard-edged with split and separated UVs. The only difference is that one set uses a cage to bake, the other does not.<br />
<br />
{{Duo_Illustration<br />
|Cage_no_cage_01.png|Cage bake 90° ∠|<br />
|Cage_no_cage_02.png|Cageless bake 90° ∠|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Cage_no_cage_03.png|Cage bake close up|<br />
|Cage_no_cage_04.png|Cageless bake close up|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Cage_no_cage_05.png|Cage bake normal map is softer and smoother around the edges.|<br />
|Cage_no_cage_06.png|Cageless bake normal map is excessive around the edges.|<br />
}}<br />
<br />
From the test cases above, it is safe to say that baking with a cage will usually yield a better result compared with the cageless procedure.<br />
<br />
=== Beveled Edges ===<br />
<br />
All of the test cases below use cage projection baking.<br />
<br />
{{Duo_Illustration<br />
|Beveled_edges_with_cage_01.png|Soft-edged 90° UV merged.|<br />
|Beveled_edges_with_cage_02.png|Results in shading errors.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Beveled_edges_with_cage_03.png|Hard-edged 90° UV merged.|<br />
|Beveled_edges_with_cage_04.png|Results in edge artefacts.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Beveled_edges_with_cage_05.png|Hard-edged 90° UV split.|<br />
|Beveled_edges_with_cage_06.png|Results are quite good.|<br />
}}<br />
<br />
Even though the last example has a faint seam on the edges, it is virtually unseeable from a certain distance. If one is making making mechanical surfaces, then using hard-edge along with UV split and separation is recommended; Otherwise, use the soft-edged technique for pliable surfaces such as cloth fabric and skin.<br />
<br />
=== Influence of the Low-poly Subdivisions ===<br />
<br />
All of the test cases below are soft-edged with merged UVs using cage projection. The difference between subdivided and non-subdivided are illustrated below.<br />
<br />
{{Duo_Illustration<br />
|Lowpoly_subdivision_influence_01.png|UVs of the undivided low-poly mesh.|<br />
|Lowpoly_subdivision_influence_02.png|UVs of the subdivided low-poly mesh.|<br />
}}<br />
<br />
{{Quintuple_Illustration<br />
|Lowpoly_subdivision_influence_03.png|120°∠ Undivided|<br />
|Lowpoly_subdivision_influence_05.png|110°∠ Undivided|<br />
|Lowpoly_subdivision_influence_07.png|90°∠ Undivided|<br />
|Lowpoly_subdivision_influence_09.png|70°∠ Undivided|<br />
|Lowpoly_subdivision_influence_11.png|60°∠ Undivided|<br />
}}<br />
<br />
{{Quintuple_Illustration<br />
|Lowpoly_subdivision_influence_04.png|120°∠ Subdivided|<br />
|Lowpoly_subdivision_influence_06.png|110°∠ Subdivided|<br />
|Lowpoly_subdivision_influence_08.png|90°∠ Subdivided|<br />
|Lowpoly_subdivision_influence_10.png|70°∠ Subdivided|<br />
|Lowpoly_subdivision_influence_12.png|60°∠ Subdivided|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Lowpoly_subdivision_influence_13.png|Normals of the undivided low-poly mesh.|<br />
|Lowpoly_subdivision_influence_14.png|Normals of the subdivided low-poly mesh.|<br />
}}<br />
<br />
According to the test cases above, undivided mesh has large swathes of normal compensation in the form of gradients that span over the entire face. With subdivided versions, the problem still occurs, only that it is pushed to peripheries where the subdivided faces form the corners of the mesh edges. In both cases, the results are unsatisfactory and goes to show that subdividing the mesh is not an adequate solution to the normal bake problem.<br />
<br />
=== Influence of the Low-poly Wrap Accuracy ===<br />
<br />
Under normal circumstance, the low poly mesh is derived directly from the high poly mesh and should match quite well. However due to externalities due to problems with tools or polygonal limitations, the low poly may resemble less and less of the high poly geometry.<br />
<br />
{{Single_Illustration|Lowpoly_wrap_accuracy.png|Parts in red highlight regions that have the greatest amount of disparity between the high and low poly meshes.|}}<br />
<br />
Sometimes, the disparities can not be fixed due to the number of faces available for the low poly mesh. However, by adjusting the positioning of the vertices, one can at least mitigate the negative effects of unmatched low poly wrap.<br />
<br />
== Cautionary Points ==<br />
<br />
=== Inter-application Mesh Transfer ===<br />
<br />
When working in a team, each member should make sure the surface normals are consistent across different applications, if unifying the application tools is not possible. Take the following Maya to 3DS Max exchange as an example:<br />
<br />
{{Triple_Illustration<br />
|Max_to_maya_normals_01.png|The original mesh inside 3DS Max.|<br />
|Max_to_maya_normals_02.png|The same mesh from 3DS Max to Maya.|<br />
|Max_to_maya_normals_03.png|The mesh back again from Maya to Max.|<br />
}}<br />
<br />
As illustrated above, the normals become inconsistent when the mesh is brought from 3DS max into Maya and brought back into 3DS max. This problem is caused by the discrepancy with how Max and Maya handles surface normals whereas 3DS Max uses Smooth Groups and Maya utilizes edge hardness. When a model changes hands between different applications, pay special attention to preserving the surface normals.<br />
<br />
{{Duo_Illustration<br />
|Preserve_edge_orientation_01.png|With '''Preserve edge orientation''' checked.|<br />
|Preserve_edge_orientation_02.png|With '''Preserve edge orientation''' unchecked.|<br />
}}<br />
<br />
As an aside, be careful not to enable '''Preserve edge orientation''' when exporting out of Max, otherwise, the quads will split into triangular faces.<br />
<br />
=== Issues with Under Optimized Mesh ===<br />
<br />
After the modeling process, the mesh must go through a clean up process that involves the likes of eliminating NGons and overlapping vertices. This will get the mesh ready for the painting process with third party software such as Substance Painter and 3D Coat.<br />
<br />
{{Duo_Illustration<br />
|Unoptimized_mesh_with_Substance_Painter_01.png|3DS Max preview.|<br />
|Unoptimized_mesh_with_Substance_Painter_02.png|Substance Painter preview.|<br />
}}<br />
<br />
One can see from the illustrations above that once a mesh is brought into Substance Painter, the faces triangulate because of overlapping vertices which were now carefully welded together.<br />
<br />
{{Duo_Illustration<br />
|Unoptimized_mesh_with_Substance_Painter_03.png|Overlapping vertex in 3DS Max.|<br />
|Unoptimized_mesh_with_Substance_Painter_04.png|The same vertex inside Substance.|<br />
}}<br />
<br />
Once the overlapping vertices are welded together, the preview inside Substance Painter shows the correct result.<br />
<br />
{{Single_Illustration<br />
|Unoptimized_mesh_with_Substance_Painter_05.png|The fixed mesh inside Substance Painter.|<br />
}}<br />
<br />
=== Subdivisions for Substance Material ===<br />
<br />
Texture discontinuity can occur when using the split UV method for normals baking. This is particularly common when it comes to fabric meshes that utilize Substance materials in iClone and CC.<br />
<br />
{{Duo_Illustration<br />
|Fabrication_for_Substance_material_01.png|High-poly untextured.|<br />
|Fabrication_for_Substance_material_02.png|Unfixed low-poly with normal map.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Fabrication_for_Substance_material_03.png|High-poly textured.|<br />
|Fabrication_for_Substance_material_04.png|Unfixed low-poly with diffuse map.|<br />
}}<br />
<br />
For meshes of this type, it is suggested that one should add bevel edges and keep the UVs connected in order to preserve texture continuity.<br />
<br />
{{Duo_Illustration<br />
|Fabrication_for_Substance_material_05.png|Fixed low-poly with normal map.|<br />
|Fabrication_for_Substance_material_06.png|Fixed low-poly with material.|<br />
}}<br />
<br />
More comparisons between beveled and non-beveled surfaces:<br />
<br />
{{Triple_Illustration<br />
|Fabrication_for_Substance_material_07.png|Unfixed low-poly.|<br />
|Fabrication_for_Substance_material_08.png|Unfixed split UVs.|<br />
|Fabrication_for_Substance_material_09.png|Unfixed (Smooth group 1)|<br />
}}<br />
<br />
{{Triple_Illustration<br />
|Fabrication_for_Substance_material_10.png|Fixed low-poly.|<br />
|Fabrication_for_Substance_material_11.png|Fixed beveled UVs.|<br />
|Fabrication_for_Substance_material_12.png|Fixed result.|<br />
}}<br />
<br />
=== Issues with Quadrifying Triangular Faces ===<br />
<br />
There are several ways to turn a quad into a tri:<br />
#Simply delete the diagonal line joining two triangular faces.<br />
#Use the Poly tools available in 3DS Max to automatically convert the triangles to quad faces. <br />
#Hide the diagonal line in the Mesh mode.<br />
The first method is the simplest and does not need to be elaborated on.<br />
<br />
==== Using the Poly Tools in 3DS Max ====<br />
<br />
{{Single_Illustration<br />
|Quadrangulation_issue_01.png||<br />
}}<br />
<br />
Using the '''Qaudrify All''' tool in 3DS Max has several disadvantages:<br />
*Every single triangulated faces, even the ones that were purposely made so, will be quadrified.<br />
*Some lines that were meant to be kept will also be removed without discretion.<br />
*The shading angles of the lines will also be destroyed, unless one goes about removing them, manually, one piece at a time.<br />
<br />
{{Quad_Illustration<br />
|Quadrangulation_issue_02.png|Before conversion.|<br />
|Quadrangulation_issue_03.png|Before conversion.|<br />
|Quadrangulation_issue_04.png|After conversion.|<br />
|Quadrangulation_issue_05.png|After conversion.|<br />
}}<br />
<br />
One can see from the illustrations above that the auto-conversion function removes the triangular lines and their associated UVs, causing significant deviations from the original mesh structure.<br />
<br />
==== Hiding the Auxiliary Line in Mesh Mode ====<br />
<br />
{{Single_Illustration<br />
|Quadrangulation_issue_06.png||<br />
}}<br />
<br />
This function has an advantage in that it is not destructive with the original mesh. If the wrong line was hidden, simply show it again. The disadvantage is that this method can be slow, because one will have to select the lines one by one to perform this utility.<br />
<br />
{{Duo_Illustration<br />
|Quadrangulation_issue_07.png|Clicking on the position of the hidden line will virtually reveal it.|<br />
|Quadrangulation_issue_08.png|The hidden line still exists as it is only hidden in the meanwhile.|<br />
}}<br />
<br />
{{Quad_Illustration<br />
|Quadrangulation_issue_09.png|Mesh hidden.|<br />
|Quadrangulation_issue_10.png|Mesh hidden.|<br />
|Quadrangulation_issue_11.png|Poly conversion.|<br />
|Quadrangulation_issue_12.png|Poly conversion.|<br />
}}<br />
<br />
As one can see, deleting the auxiliary line also deletes the relevant UV information which becomes problematic when a texture is applied.<br />
<br />
{{Notice|Incorrectly hidden lines is not recoverable if the Mesh is converted to a Poly!}}<br />
<br />
If the Mesh needs to be converted to Poly, then apply an '''Edit Poly''' modifier instead. Hiding mesh lines can be time-consuming, so one must weigh the trade off between time and convenience when it comes to quadrifying the geometry.<br />
<br />
== Additional Video Resources ==<br />
<br />
{|<br />
|{{#evt:<br />
service=youtube<br />
|id=https://www.youtube.com/watch?v=kGszEIT4Kww&t=2s<br />
|dimensions=350<br />
}}<br />
<br />
|{{#evt:<br />
service=youtube<br />
|id=https://www.youtube.com/watch?v=ciXTyOOnBZQ<br />
|dimensions=350<br />
}}<br />
|-<br />
|{{#evt:<br />
service=youtube<br />
|id=https://www.youtube.com/watch?v=Z_YIHLcpwMU&t=1s<br />
|dimensions=350<br />
}}<br />
<br />
|{{#evt:<br />
service=youtube<br />
|id=https://www.youtube.com/watch?v=fiBCh7gMg9Q<br />
|dimensions=350<br />
}}<br />
|}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Uploader&diff=1852Content Dev:CTA Uploader2017-12-25T06:35:46Z<p>Miranda-reallusion: /* Editing Content in the Marketplace */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#Content_Development|Content Development}}<br />
<br />
== General Process == <br />
<br />
# Finish your content with Reallusion approval.<br />
# Finish your commercialization images with Reallusion approval.<br />
# Upload the final content.<br />
# Assemble the pack in the Marketplace.<br />
# Download your own content for testing.<br />
<br />
== The Uploader ==<br />
<br />
You can download the '''Uploader''' application from https://city.reallusion.com/upload.html<br />
<br />
The instructions are on the same download page.<br />
<br />
=== Uploader User Interface ===<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_UI_Shrunk.png}}<br />
|style="width:480px"|<br />
'''A)''' Required information section.<br />
<br><br />
'''B)''' Optional informations section.<br />
<br><br />
'''1) Login:''' Enter your account name and password to begin the upload process.<br />
<br><br />
'''2) Add:''' choose the iContent that you want to upload, or drag the iContent onto this button.<br />
<br><br />
'''3) Item name:''' is the name on the website. Changing this value doesn't effect the actual content that is uploaded.<br />
<br><br />
'''4) Assign Subfolder:''' The installation directory for this content. Best practice is to use your brand name first and pack name second, for example: "Sappan Designs \ Speech Bubbles".<br />
<br><br />
'''5) Product:''' Application type for the content.<br />
<br><br />
'''6) Version:''' Application version that was used to create this content.<br />
<br><br />
'''7) Type:''' Corresponds with the type of organization in the Marketplace (will affect installation path).<br />
<br><br />
'''8) Category:''' Corresponds with the category organization in the Marketplace.<br />
<br><br />
'''9) Price:''' Decide how much your content is worth. Usually, one actor is worth 300 DA points and one prop is 60 DA points.<br />
<br><br />
'''10) Preview image:''' the same preview images can be used for all items of a single content pack.<br />
<br><br />
'''11) Tags:''' helps to categorize items for the search function. We suggest using pack and item names.<br />
<br><br />
'''12) Embed Watermark:''' Remember to check this option for DRM protection.<br />
<br><br />
'''13) Upload:''' When you start to upload content, make sure to check "Upload and hide from my store", otherwise, the published items can not be removed from the store.<br />
<br><br />
|}<br />
<br />
<br />
=== Batch Uploade ===<br />
You can select multiple content and change their parameters at the same time.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Batch.png||<br />
}}<br />
<br />
*If you have a lot of same type items(Characters or props), you can choose all of them and type information (like same subfolder or preview images) one time.<br />
*If you want to input the same information for multiple content entries, you can choose all of the content assets and start editing. Only the information with inputs will be updated, while the other items will stay with the current value.<br />
<br />
== Editing Content in the Marketplace ==<br />
<br />
In order to change modify your content for the Marketplace, you can click on '''Manage My Content''' in the Uploader to open the webpage to your Marketplace account. Inside your account, you'll find all of the items that you have uploaded. <br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Edit_Content.png||<br />
}}<br />
<br />
'''1) Edit:''' Allows for the editing of prices, names, thumbnails, etc. Once editing is complete, click on '''Save as Current Status''' to preserve the changes.<br />
<br />
'''2) Multi-edit:''' If you want to input the same information for multiple content entries, you can tick off the checkboxes to the left of the contents and click on '''Batch Edit Selected'''. In the following form, you'll notice the copy icon to the right of every entry field. You can click on this icon to replace the entry field of the other selected items with the current value. When you have finished, make sure to click on '''Save and Exit''' to preserve the modifications.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Marketplace_Batch.png||<br />
}}<br />
<br />
{{Notice|Once something is published, it will be sold in the Marketplace and can not be removed.}}<br />
<br />
== Creating Packs in the Marketplace ==<br />
<br />
Follow the steps below to create a pack for the Marketplace:<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Edit_Content_Detail.png||}}<br />
|<br />
#Go to your Reallusion portal.<br />
#Click on '''Create Pack''' from the left hand menu.<br />
#Fill in the pack information in the '''Edit Content Detail''' page.<br />
#Click '''Add New Item''' to add items to the content pack.<br />
#Check items that you want to add to the pack and click '''Add to Pack''' when finished.<br />
|}<br />
<br />
*You can find the finished pack by click on '''Edit Pack''' on the left-hand side.<br />
*When you click on the thumbnail of the pack, you can see the webpage that you've just created.<br />
<br />
<br />
Notice for Featured Developers:<br />
{{Single_Illustration<br />
|CTA_Uploader_URL.png|Visit the store page where your Item is located then copy the 20 character ID number from the URL address between the equal sign and ampersand. When you create a new pack, please provide your pack's ID to Reallusion and we will create the Content Store PID to connect to your Marketplace PID.|}}<br />
<br />
== Downloading your own Content ==<br />
<br />
You can download your own content for verification. Follow the steps below to do so:<br />
<br />
{{Single_Illustration|CTA_Uploader_Download_Content_01.png||}}<br />
<br />
#Log into your account for the Marketplace.<br />
#Click on '''Inventory'''.<br />
#Click on '''Your uploaded content''' to filter out the search results.<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Download_Content_02.png||}}<br />
|<br />
#Choose the content item or pack that you want to download<br />
#Click on '''Download Now'''.<br />
#A RLContent file will be created, double click it and start to download.<br />
#Please check if the items are installed in the correct folder directory.<br />
|}<br />
<br />
== Replacing Marketplace Content ==<br />
<br />
If you have not published your content on the Marketplace or the Content Store, then you still have a chance to modify the content pack by removing and adding items. However, if the content pack is already published, then removing any item from the pack will cause watermarks to appear when the user tries to use it. This is because the specific item ID for the removed item can no longer be found by our servers. Therefore, if you want to adjust the problematic published content, you must use the '''Replace''' function.<br />
<br />
In order to replace content, retrieve the original files that were used to create your custom content and start to upload the content by using the '''Content Uploader'''.<br />
<br />
{{Single_Illustration|CTA_Uploader_Replace_Content.png||}}<br />
<br />
'''1) Replace:''' Click on this button to start the replacement process.<br><br />
'''2) Item ID:''' Fill in the appropriate item ID which can be found from the URL of the content pack. Finish up by clicking the '''Replace''' button.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_URL.png|Visit the store page where your Item is located then copy the 20 character ID number from the URL address between the equal sign and ampersand.|}}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:CTA_Uploader_Marketplace_Batch.png&diff=1851File:CTA Uploader Marketplace Batch.png2017-12-25T06:35:12Z<p>Miranda-reallusion: </p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:CTA_Uploader_Batch.png&diff=1850File:CTA Uploader Batch.png2017-12-22T10:11:26Z<p>Miranda-reallusion: Miranda-reallusion uploaded a new version of File:CTA Uploader Batch.png</p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Uploader&diff=1849Content Dev:CTA Uploader2017-12-22T10:10:27Z<p>Miranda-reallusion: /* The Uploader */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#Content_Development|Content Development}}<br />
<br />
== General Process == <br />
<br />
# Finish your content with Reallusion approval.<br />
# Finish your commercialization images with Reallusion approval.<br />
# Upload the final content.<br />
# Assemble the pack in the Marketplace.<br />
# Download your own content for testing.<br />
<br />
== The Uploader ==<br />
<br />
You can download the '''Uploader''' application from https://city.reallusion.com/upload.html<br />
<br />
The instructions are on the same download page.<br />
<br />
=== Uploader User Interface ===<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_UI_Shrunk.png}}<br />
|style="width:480px"|<br />
'''A)''' Required information section.<br />
<br><br />
'''B)''' Optional informations section.<br />
<br><br />
'''1) Login:''' Enter your account name and password to begin the upload process.<br />
<br><br />
'''2) Add:''' choose the iContent that you want to upload, or drag the iContent onto this button.<br />
<br><br />
'''3) Item name:''' is the name on the website. Changing this value doesn't effect the actual content that is uploaded.<br />
<br><br />
'''4) Assign Subfolder:''' The installation directory for this content. Best practice is to use your brand name first and pack name second, for example: "Sappan Designs \ Speech Bubbles".<br />
<br><br />
'''5) Product:''' Application type for the content.<br />
<br><br />
'''6) Version:''' Application version that was used to create this content.<br />
<br><br />
'''7) Type:''' Corresponds with the type of organization in the Marketplace (will affect installation path).<br />
<br><br />
'''8) Category:''' Corresponds with the category organization in the Marketplace.<br />
<br><br />
'''9) Price:''' Decide how much your content is worth. Usually, one actor is worth 300 DA points and one prop is 60 DA points.<br />
<br><br />
'''10) Preview image:''' the same preview images can be used for all items of a single content pack.<br />
<br><br />
'''11) Tags:''' helps to categorize items for the search function. We suggest using pack and item names.<br />
<br><br />
'''12) Embed Watermark:''' Remember to check this option for DRM protection.<br />
<br><br />
'''13) Upload:''' When you start to upload content, make sure to check "Upload and hide from my store", otherwise, the published items can not be removed from the store.<br />
<br><br />
|}<br />
<br />
<br />
=== Batch Uploade ===<br />
You can select multiple content and change their parameters at the same time.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Batch.png||<br />
}}<br />
<br />
*If you have a lot of same type items(Characters or props), you can choose all of them and type information (like same subfolder or preview images) one time.<br />
*If you want to input the same information for multiple content entries, you can choose all of the content assets and start editing. Only the information with inputs will be updated, while the other items will stay with the current value.<br />
<br />
== Editing Content in the Marketplace ==<br />
<br />
In order to change modify your content for the Marketplace, you can click on '''Manage My Content''' in the Uploader to open the webpage to your Marketplace account. Inside your account, you'll find all of the items that you have uploaded. <br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_Edit_Content.png||<br />
}}<br />
<br />
'''1) Edit:''' Allows for the editing of prices, names, thumbnails, etc. Once editing is complete, click on '''Save as Current Status''' to preserve the changes.<br />
<br />
'''2) Multi-edit:''' If you want to input the same information for multiple content entries, you can tick off the checkboxes to the left of the contents and click on '''Batch Edit Selected'''. In the following form, you'll notice the copy icon to the right of every entry field. You can click on this icon to replace the entry field of the other selected items with the current value. When you have finished, make sure to click on '''Save and Exit''' to preserve the modifications.<br />
<br />
{{Notice|Once something is published, it will be sold in the Marketplace and can not be removed.}}<br />
<br />
== Creating Packs in the Marketplace ==<br />
<br />
Follow the steps below to create a pack for the Marketplace:<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Edit_Content_Detail.png||}}<br />
|<br />
#Go to your Reallusion portal.<br />
#Click on '''Create Pack''' from the left hand menu.<br />
#Fill in the pack information in the '''Edit Content Detail''' page.<br />
#Click '''Add New Item''' to add items to the content pack.<br />
#Check items that you want to add to the pack and click '''Add to Pack''' when finished.<br />
|}<br />
<br />
*You can find the finished pack by click on '''Edit Pack''' on the left-hand side.<br />
*When you click on the thumbnail of the pack, you can see the webpage that you've just created.<br />
<br />
<br />
Notice for Featured Developers:<br />
{{Single_Illustration<br />
|CTA_Uploader_URL.png|Visit the store page where your Item is located then copy the 20 character ID number from the URL address between the equal sign and ampersand. When you create a new pack, please provide your pack's ID to Reallusion and we will create the Content Store PID to connect to your Marketplace PID.|}}<br />
<br />
== Downloading your own Content ==<br />
<br />
You can download your own content for verification. Follow the steps below to do so:<br />
<br />
{{Single_Illustration|CTA_Uploader_Download_Content_01.png||}}<br />
<br />
#Log into your account for the Marketplace.<br />
#Click on '''Inventory'''.<br />
#Click on '''Your uploaded content''' to filter out the search results.<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_Download_Content_02.png||}}<br />
|<br />
#Choose the content item or pack that you want to download<br />
#Click on '''Download Now'''.<br />
#A RLContent file will be created, double click it and start to download.<br />
#Please check if the items are installed in the correct folder directory.<br />
|}<br />
<br />
== Replacing Marketplace Content ==<br />
<br />
If you have not published your content on the Marketplace or the Content Store, then you still have a chance to modify the content pack by removing and adding items. However, if the content pack is already published, then removing any item from the pack will cause watermarks to appear when the user tries to use it. This is because the specific item ID for the removed item can no longer be found by our servers. Therefore, if you want to adjust the problematic published content, you must use the '''Replace''' function.<br />
<br />
In order to replace content, retrieve the original files that were used to create your custom content and start to upload the content by using the '''Content Uploader'''.<br />
<br />
{{Single_Illustration|CTA_Uploader_Replace_Content.png||}}<br />
<br />
'''1) Replace:''' Click on this button to start the replacement process.<br><br />
'''2) Item ID:''' Fill in the appropriate item ID which can be found from the URL of the content pack. Finish up by clicking the '''Replace''' button.<br />
<br />
{{Single_Illustration<br />
|CTA_Uploader_URL.png|Visit the store page where your Item is located then copy the 20 character ID number from the URL address between the equal sign and ampersand.|}}</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:CTA_Uploader_Batch.png&diff=1848File:CTA Uploader Batch.png2017-12-22T09:59:34Z<p>Miranda-reallusion: </p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CC_AHMP_Guide&diff=1847Content Dev:CC AHMP Guide2017-12-22T03:11:30Z<p>Miranda-reallusion: /* AHMP File Download */</p>
<hr />
<div><div style="float:right; margin-right:40px;">__TOC__</div><br />
<br />
<div style="font-style:italic; margin-left:30px">Main article: [[Content_Dev: CC_Asset|CC Asset Development]] .</div><br />
<br />
'''A'''uto '''H'''ide '''M'''odel '''P'''olygons or '''AHMP''' is a technology used by Character Creator to dynamically hide mesh faces when Cloth is put on.<br />
<br />
Special thanks to Vitaly Prudnikov (Vit3D).<br />
<br />
{{Single_Illustration|Hide_Mesh_Banner.png}}<br />
<br />
<div style="clear:both;"></div><br />
<br />
Cloth that is worn on the character should perfectly cover the body under the ideal circumstances. However, sometimes mesh penetration may occur when the cloth is contracted to the body shape or when the figure is in motion. Auto Hide Model Polygons tool (AHMP) can be used to define the polygons that become automatically hidden when the cloth is worn on the body and the clothing underneath. AHMP settings are directly saved on the cloth asset itself. AHMP is achieved by two methods: the Skin Hiding Groups and the Cloth to Cloth Hiding Groups. The cloth groups do not affect the skin group and will be described in detail in the later sections.<br />
<br />
In order to use AHMP correct, you must first set up the cloth collision layer ordering, see [[Content_Dev: CC_Import_Process#Collision_Layer_Assignments|Collision Layer Assignments]].<br />
<br />
== AHMP File Download ==<br />
<br />
:{| class="wikitable"<br />
!Corresponding CC Version||AHMP File Download<br />
|-<br />
! scope="row" | v2.3 (Dec, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.3.zip|Download (AHMP v2.3)]]<br />
|-<br />
! scope="row" | v2.2 (Nov, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.2.zip|Download (AHMP v2.2)]]<br />
|-<br />
! scope="row" | v2.11 (July, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.11.zip|Download (AHMP v2.11)]]<br />
|-<br />
! scope="row" | v2.1 (June, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.1.zip|Download (AHMP v2.1)]]<br />
|-<br />
! scope="row" | v2.01 (May, 2017)<br />
| [[Media:Auto_Hide_Mesh_Settings_CC2.01.zip|Download (AHMP v2.01)]]<br />
|}<br />
<br />
== Usage of AHMP ==<br />
<br />
=== Activating AHMP in CC ===<br />
<br />
AHMP is a plug-in for CC. The settings for AHMP is shared with other codes, so everytime you update CC you must also download the AHMP file to match the updated version of CC. In order to do this:<br />
#Unzip the AHMP file.<br />
#Copy the file to your CC installation directory.<br />
#Execute CC and AHMP will automatically load.<br />
<br />
{{Duo_Illustration<br />
|AHMP_copy1.png|AHMP file|<br />
|AHMP_paste.png|CC installation directory|<br />
}}<br />
<br />
=== User Interface ===<br />
<br />
After installation, AHMP can be found on the bottom of the '''Modify''' control panel. To activate it, you should select the cloth model in the scene and press the '''Edit Mesh Mode''' button. To finish the hide group definition, press the '''Edit Mesh Mode''' button to exit.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_01.png|||left}}<br />
<br />
#Radio buttons for switching the mode between '''Skin Hiding Groups''' and '''Cloth to Cloth Hiding Groups'''.<br />
#Dropdown list for selecting body parts under the '''Skin Hiding Groups''' mode.<br />
#Tabs for switching the group types between '''Active''' and '''Passive'''.<br />
#Groups names list. Assigned groups are listed in green while unassigned are listed in white. Passive groups names have a '''_Semi''' suffix.<br />
#Various operation buttons.<br />
<br />
<div style="clear:both;"></div><br />
<br />
== How AHMP Works ==<br />
<br />
=== Hide Skin Groups ===<br />
<br />
CC Character has predefined 55 polygon groups under 8 body part categories which includes head, ear, neck, hand, arm, torso, leg, and foot.<br />
<br />
{{Single_Illustration|Hide_Mesh_Hide_Skin_Chart.png}}<br />
<br />
=== Active vs Passive Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
Assignment of the Cloth Active groups directly affect the visibility of the polygons of the body. As soon as the cloth is applied, the corresponding polygons in the body mesh will become hidden. Active groups not only affect the skin but the also all the cloth layers underneath that have the same group name assignments.<br />
<br />
==== Passive Groups ====<br />
<br />
Assignment of the Cloth Passive groups have no direct effect on the visibility of the polygons of the body or the cloth model itself. This type of assignment just marks the faces as a potential candidate for hiding when a cloth of the same Active group is layered on top.<br />
<br />
{{Single_Illustration|Hide_Mesh_Passive_Groups.png|One must compare the distribution of the faces between the Polygon Groups and the Cloth. If the Cloth can not cover all of the Polygon Groups, then assign this area as a Passive Group.}}<br />
<br />
In summary, the assignment of the Active groups in the cloth model will hide the skin Polygon groups of the same names below. It will also hide the cloths beneath that have Active and Passive settings of the same names.<br />
<br />
=== Skin Mesh Groups Definition ===<br />
<br />
When you define the skin polygon groups for hiding, in fact, you are making some sort of link between the faces in the cloth and the corresponding polygon groups in the body.<br />
<br />
{{Single_Illustration|Hide_Mesh_Skin_Polygon_Groups.png|none|frame|The body polygon groups are numbered from 1 to 5. Parts of two layers of cloth meshes above are set to passive depending on whether or not they cross into the body polygon group regions but are not, by default, counted as belonging to those regions.}}<br />
<br />
Some parts of the cloth geometry will overlap completely over some body polygon groups, and thus, should be set to the '''Active''' definition list. Other parts of the body polygon group are only partially overlapped, and thus, one should define the regions as '''Passive''' instead.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_03.png}}<br />
<br />
In order to define the skin polygon groups:<br />
<br />
#Switch between the '''Active''' or '''Passive''' tabs to highlight the selected groups in different colors.<br />
#Select the portions of the mesh that highlight in red and press the '''Assign to Group''' button.<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_04.png}}<br />
<br />
Reallusion made CC content also utilize the same body polygon groups. If developers follow the rules set out in this guide, then the custom and Reallusion made clothes can be properly mixed and matched.<br />
<br />
=== Cloth to Cloth Hiding Groups ===<br />
<br />
The main difference between Skin Hiding Groups and Cloth to Cloth Hiding Groups is the fact that cloth groups have no effect on the body mesh. This can be useful if the character has several layers of clothing that belong to the same type of collection. Other than this, the cloth groups work the same way as the skin groups. There are also no limitations on the defined cloth groups in terms of polycount and cloth group names. However for it to work properly with other clothing of the same collection, you should keep the group names consistent for matching visibility settings.<br />
<br />
If you like to create clothing that is fully compatible with other existing standard collections in the Content Store and the Marketplace such as [https://www.reallusion.com/ContentStore/iClone/pack/CC_Essential_Cloth_Fabric/default.aspx CC Essential Clothing & Fabric] and [https://www.reallusion.com/ContentStore/iClone/pack/ClothBaseForCharacterCreator_ProfessionalOutfits/default.aspx Professional Outfits], it's recommended that you examine the clothing models in these packs and find out what cloth group names are being used. If the cloth groups fit the configurations of the your clothing then you can apply those same names to your cloth models.<br />
<br />
To create the cloth groups:<br />
<br />
#Switch to '''Cloth to Cloth Hiding Groups''' mode.<br />
#Select '''Active''' or '''Passive''' tab.<br />
#Press '''New Group''' button and define a group name.<br />
#Select the cloth model polygons that you would like to include in this group.<br />
#Press '''Assign to Group''' button.<br />
<br />
You can also create empty cloth groups by not selecting any polygons in its assignment. This can be useful for hiding the entire cloth model below that have the same group assignment. For example, you can have an underwear model with the cloth group of "Briefs" with all of its polygons included, then you have a pants model which should completely cover and hide the underwear mesh when it is worn. In this case, you can create a "Briefs" active cloth group on the pants with no polygons assigned to the group and everything should work as expected.<br />
<br />
In most cases, cloth groups should be defined as '''Active''' while the '''Passive''' definition can be useful for interactivity with other cloth layers.<br />
<br />
== Example AHMP Applications ==<br />
<br />
In the examples below we study the AHMP settings for the cloth content that come with CC by default.<br />
<br />
=== Skin Groups ===<br />
<br />
==== Active Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_05.png|Assigned active skin groups directly affect the visibility of the body.|<br />
|Hide_Mesh_UI_06.png|All polygons assigned to the '''Torso04''' group are hidden (tank top hidden for visibility.)|<br />
}}<br />
<br />
==== Passive Groups ====<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_07.png|Assigned passive skin groups do not have direct effect on the visibility of the body.|<br />
|Hide_Mesh_UI_08.png|All polygons under the '''Torso02''' group are still visible.|<br />
}}<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_09.png|The shirt model applied as the second cloth layer with a '''Torso02''' active group.|<br />
|Hide_Mesh_UI_10.png|'''Torso02''' becomes hidden in tank top and the body (shirt is hidden for visibility).|<br />
}}<br />
<br />
You may have noticed that in the examples above, the tank top has become invisible. This is because both tank top and the shirt models, besides having the same skin groups, also have Cloth to Cloth group definitions.<br />
<br />
=== Cloth to Cloth Groups ===<br />
<br />
{{Duo_Illustration<br />
|Hide_Mesh_UI_11.png|The tank top model has an Active Cloth Group called '''strap''' which has no effect at all until the tank top is used as a single layer cloth.|<br />
|Hide_Mesh_UI_12.png|The shirt model has an empty '''strap''' cloth group with the goal of effecting only the clothing underneath it and not above it such as jackets, suits, etc.|<br />
}}<br />
<br />
{{Single_Illustration|Hide_Mesh_UI_13.png|When the shirt and tank top are combined, the polygons assigned to '''strap''' group become hidden but has no effect on the skin beneath.||left}}<br />
<br />
You can find much more AHMP usage examples by examining Reallusion made CC cloth content.</div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=File:Auto_Hide_Mesh_Settings_CC2.3.zip&diff=1846File:Auto Hide Mesh Settings CC2.3.zip2017-12-22T03:10:44Z<p>Miranda-reallusion: </p>
<hr />
<div></div>Miranda-reallusionhttp://wiki.reallusion.com/index.php?title=Content_Dev:CTA_Uploader&diff=1845Content Dev:CTA Uploader2017-12-21T08:14:32Z<p>Miranda-reallusion: /* Creating Packs in the Marketplace */</p>
<hr />
<div>{{TOC}}<br />
<br />
{{Parent|Content_Development#Content_Development|Content Development}}<br />
<br />
== General Process == <br />
<br />
# Finish your content with Reallusion approval.<br />
# Finish your commercialization images with Reallusion approval.<br />
# Upload the final content.<br />
# Assemble the pack in the Marketplace.<br />
# Download your own content for testing.<br />
<br />
== The Uploader ==<br />
<br />
You can download the '''Uploader''' application from https://city.reallusion.com/upload.html<br />
<br />
The instructions are on the same download page.<br />
<br />
=== Uploader User Interface ===<br />
<br />
{|<br />
|{{Single_Illustration|CTA_Uploader_UI_Shrunk.png}}<br />
|style="width:480px"|<br />
'''A)''' Required information section.<br />
<br><br />
'''B)''' Optional informations section.<br />
<br><br />
'''1) Login:''' Enter your account name and password to begin the upload process.<br />
<br><br />
'''2) Add:''' choose the iContent that you want to upload, or drag the iContent onto this button.<br />
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'''3) Item name:''' is the name on the website. Changing this value doesn't effect the actual content that is uploaded.<br />
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'''4) Assign Subfolder:''' The installation directory for this content. Best practice is to use your brand name first and pack name second, for example: "Sappan Designs \ Speech Bubbles".<br />
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'''5) Product:''' Application type for the content.<br />
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'''6) Version:''' Application version that was used to create this content.<br />
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'''7) Type:''' Corresponds with the type of organization in the Marketplace (will affect installation path).<br />
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'''8) Category:''' Corresponds with the category organization in the Marketplace.<br />
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'''9) Price:''' Decide how much your content is worth. Usually, one actor is worth 300 DA points and one prop is 60 DA points.<br />
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'''10) Preview image:''' the same preview images can be used for all items of a single content pack.<br />
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'''11) Tags:''' helps to categorize items for the search function. We suggest using pack and item names.<br />
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'''12) Embed Watermark:''' Remember to check this option for DRM protection.<br />
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'''13) Upload:''' When you start to upload content, make sure to check "Upload and hide from my store", otherwise, the published items can not be removed from the store.<br />
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*You can select multiple content and change their parameters at the same time.<br />
|}<br />
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== Editing Content in the Marketplace ==<br />
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In order to change modify your content for the Marketplace, you can click on '''Manage My Content''' in the Uploader to open the webpage to your Marketplace account. Inside your account, you'll find all of the items that you have uploaded. <br />
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{{Single_Illustration<br />
|CTA_Uploader_Edit_Content.png||<br />
}}<br />
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'''1) Edit:''' Allows for the editing of prices, names, thumbnails, etc. Once editing is complete, click on '''Save as Current Status''' to preserve the changes.<br />
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'''2) Multi-edit:''' If you want to input the same information for multiple content entries, you can tick off the checkboxes to the left of the contents and click on '''Batch Edit Selected'''. In the following form, you'll notice the copy icon to the right of every entry field. You can click on this icon to replace the entry field of the other selected items with the current value. When you have finished, make sure to click on '''Save and Exit''' to preserve the modifications.<br />
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{{Notice|Once something is published, it will be sold in the Marketplace and can not be removed.}}<br />
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== Creating Packs in the Marketplace ==<br />
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Follow the steps below to create a pack for the Marketplace:<br />
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{|<br />
|{{Single_Illustration|CTA_Uploader_Edit_Content_Detail.png||}}<br />
|<br />
#Go to your Reallusion portal.<br />
#Click on '''Create Pack''' from the left hand menu.<br />
#Fill in the pack information in the '''Edit Content Detail''' page.<br />
#Click '''Add New Item''' to add items to the content pack.<br />
#Check items that you want to add to the pack and click '''Add to Pack''' when finished.<br />
|}<br />
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*You can find the finished pack by click on '''Edit Pack''' on the left-hand side.<br />
*When you click on the thumbnail of the pack, you can see the webpage that you've just created.<br />
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Notice for Featured Developers:<br />
{{Single_Illustration<br />
|CTA_Uploader_URL.png|Visit the store page where your Item is located then copy the 20 character ID number from the URL address between the equal sign and ampersand. When you create a new pack, please provide your pack's ID to Reallusion and we will create the Content Store PID to connect to your Marketplace PID.|}}<br />
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== Downloading your own Content ==<br />
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You can download your own content for verification. Follow the steps below to do so:<br />
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{{Single_Illustration|CTA_Uploader_Download_Content_01.png||}}<br />
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#Log into your account for the Marketplace.<br />
#Click on '''Inventory'''.<br />
#Click on '''Your uploaded content''' to filter out the search results.<br />
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{|<br />
|{{Single_Illustration|CTA_Uploader_Download_Content_02.png||}}<br />
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#Choose the content item or pack that you want to download<br />
#Click on '''Download Now'''.<br />
#A RLContent file will be created, double click it and start to download.<br />
#Please check if the items are installed in the correct folder directory.<br />
|}<br />
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== Replacing Marketplace Content ==<br />
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If you have not published your content on the Marketplace or the Content Store, then you still have a chance to modify the content pack by removing and adding items. However, if the content pack is already published, then removing any item from the pack will cause watermarks to appear when the user tries to use it. This is because the specific item ID for the removed item can no longer be found by our servers. Therefore, if you want to adjust the problematic published content, you must use the '''Replace''' function.<br />
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In order to replace content, retrieve the original files that were used to create your custom content and start to upload the content by using the '''Content Uploader'''.<br />
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{{Single_Illustration|CTA_Uploader_Replace_Content.png||}}<br />
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'''1) Replace:''' Click on this button to start the replacement process.<br><br />
'''2) Item ID:''' Fill in the appropriate item ID which can be found from the URL of the content pack. Finish up by clicking the '''Replace''' button.<br />
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{{Single_Illustration<br />
|CTA_Uploader_URL.png|Visit the store page where your Item is located then copy the 20 character ID number from the URL address between the equal sign and ampersand.|}}</div>Miranda-reallusion