Content Dev:CC Eyes Teeth Replacement

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Main article: CC Avatar.

Prerequisite tools & files

This article will only explain the process using Maya as the main DCC software. However, the principles apply universally as long as your chosen 3rd party software has the ability to bind and paint skin weights.

Requirement Version Purpose Notes
3D Tool (Maya) 2020.3 and above Model creation and binding Tested with 2023.3
Character Creator CC4 Base character import/export, material settings, and project management. -
CC_Neutral_Base.fbx - Neutral base body geometry used for transformation. -

Workflow overview

  1. Preprocessing for CC4.
    1. Import the neutral base body.
    2. Export the body geometry including its *.fbxkey file.
  2. Adjustments in Maya
    1. Match the positioning of the replacement meshes to the imported mesh.
    2. Unbind the original eye/teeth geometry and bind the replacement meshes.
    3. Apply the original eye/teeth materials to the replacement meshes.
    4. Paint the skin weights for the replacement meshes.
  3. Bring the character back to CC4
    1. Bring the body mesh back to CC4 and update the texture maps.
    2. Double check the material settings.
    3. Save the new *.ccEye / *.ccTeeth components.

Default eyeball mesh structure

Cc eyes teeth replacement 01.PNG

Each eyeball for the neutral body is composed of two meshes consisting of the iris (A) and the eyeball (B). So in total, the eyes are composed of 4 separate meshes that are merged into one (C).

Cc eyes teeth replacement 02.PNG

The default teeth mesh are composed of the upper and lawer jaws merged as one geometry.

Creation limitations

Texture constraints

Constraints Default Mesh & UV Custom Mesh & UV
Poly count No limitation for the eyes and teeth. No limitation for the eyes and teeth.
Meshes
  • 4x for the eyeball and iris merged as one.
  • 2x upper and lower teeth merged as one.
Unlimited number of meshes merged as one.
Materials
  • 4x for the eyeball and iris.
  • 2x for the upper and lower teeth.
  • No limitation for the eyes.
  • 1x for upper and lower teeth.
Texture size 4096x4096 pixels 4096x4096 pixels
UV layout According to the size of the eye UVs. No limitation for the eyes and teeth.

Cc eyes teeth replacement 03.PNG

Skin-weight constraints

  • Skin weights are required for "CC_Base_R_Eye", "CC_Base_L_Eye", "CC_Base_Teeth01", and "CC_Base_Teeth02".
  • All weights need to be maximized to 1.0, as the skin weights for the rest of the body don't need to be accounted for.
  • Under most circumstances, you'll need to skin bind the two eyes and the upper and lower teeth in the locations of the original meshes.
  • Cc eyes teeth replacement 04.PNG
  • Cc eyes teeth replacement 05.PNG

Material constraints

Mesh Shader Shader_Type
Left eyeball Std_Eye_R PBR
Left iris Std_Cornea_R Digital_Human Eye
Right eyeball Std_Eye_L PBR
Right iris Std_Cornea_L Digital_Human Eye
Upper teeth Std_Upper_Teeth Digital_Human Gums
Lower teeth Std_Lower_Tetth Digital_Human Gums

Preprocessing for CC4

Step 1

Execute Modify > Load Neutral Base.

Cc eyes teeth replacement 07.PNG

Step 2

Directly export an FBX and make sure that the Fbxkey is exported as well.

Cc eyes teeth replacement 08.PNG

Step 3

After importing the neutral base body, unbind the skin weights for the eyes and teeth in order to process the replacement mesh.

  • Cc eyes teeth replacement 09.PNG
  • Cc eyes teeth replacement 10.PNG

Step 4

It's recommended to move the eyeball mesh itself in order to avoid intersections with the surrounding eyelid geometry.

Cc eyes teeth replacement 11.PNG

  • Cc eyes teeth replacement 12.gif
  • Cc eyes teeth replacement 13.gif

Position the upper and lower jaws according to the following illustrations.

Cc eyes teeth replacement 14.PNG

Step 5

When you are renaming the eye parts according to the specification under material constraints, you can directly apply the original materials from the neutral base. This will also let CC4 automatically recognize the eyes.

  • Cc eyes teeth replacement 15.PNG
  • Cc eyes teeth replacement 16.PNG

Step 6

After you have selected the eyes and teeth, you can start the binding process then adjust the skin weights.

Cc eyes teeth replacement 09.PNG

All weights need to be maximized to 1.0, as the skin weights for the rest of the body don't need to be accounted for.

  • Cc eyes teeth replacement 04.PNG
  • Cc eyes teeth replacement 05.PNG

Processing in CC4

Step 1

Once the updated model is imported into CC4, perform Character > CC Avatar > Create Asset. Remember you'll need the Fbxkey exported from the prior steps. Press the OK button to continue.

  • Cc eyes teeth replacement 17.PNG
  • Cc eyes teeth replacement 18.PNG
  • Cc eyes teeth replacement 19.PNG

Step 2

Once you have verified the textures and shaders, select the eyes and teeth then click on the Save button. The meshes will be saved as ccEeye and ccTeeth respectively.

Cc eyes teeth replacement 20.PNG