Sorry…No TL;DR version. Not really possible…and if you are not interested in reading and seeing the underlying issues in this software platform then simply move along. Cannot help whom don’t want help/info. I am typing this (on a Sunday morning…4.5 hrs total) at the benefit of all who really want to know before (or after) sinking $1,000 US plus into a Real-Time Rendering Pipeline (which means a Game Engine or Motion Engine using ‘A Pipeline’…take your choice).
*I put the Unity Tools we use at the bottom of all this…excellent tools.
Unbiased Opinion and Known Workflow Facts:
Okay…so first things first. I am a self funded game developer. I have a few employees and we are doing what we can to make a framework that will be at least a 10 year venture to handle all the game play….this includes animations and a lot of standardization. iClone7 (iClone5 originally) was supposed to be this software to handle ALL standardization of animations on a consistent skeleton. This would help Modders as well to build and adapt animations to the game engine prepared through a specific Unity Asset Bundle. Works. At least the process does. iClone7 ‘Appears To Work’ but has some serious issues when it comes to Real-Time/Game Development.
The information/pics shown below is valid up to: November 18, 2018 (relative to all iClone7 and 3DXChange7 versions…as far as I can tell)
We noticed this issue in mid October and took us quite awhile to solve where the issue is actually coming from. Not certain there will be an easy fix for this either…maybe RL will magic wand this but I doubt it.
I did make a Reallusion Feedback Tracker on the 3DXChange7 conversion issue….but I think the issue is more systemic than that since our company viewpoint is based upon many underlying issues.
DAZ G2 Male and Female Shoulder Conversion Issue
Here is my first Reallusion Forum Post…which is an Unbiased opinion of iClone7 Pipeline (and also CC2 at the time). I really do like the iClone7 software. Easy enough and looks good (the team likes it as well). It is in fact the small things iClone7 and 3DXChange7 does that just stomach punches my team then kicks us in the teeth. This software is not inexpensive (Pipeline and to get the Most out of it needs paid addons with Export Versions) but if a software like this works then it saves time and makes animators and us happy. So I would happily buy Pipeline Licenses for all computers at the office. Reallusion’s loss here.
Unbiased iClone7, 3DExchance Pipeline, and Character Creator 2: Link
For why I do not add CC3 here as well….well here are a couple Youtube Videos from a really solid guy that sums up all the screen shots and words I can type perfectly. CC3 is simply a cool showcase and perhaps characters to be rendered within iClone7 but definitely not game ready pipeline production ready. There are many issues that need convoluted workarounds to get CC3 to work properly in any game engine. We said it in Beta and I’ll say this again…CC3 is just not ready for Prime Time. However, Reallusion is not my company and they can do whatever they want. Reputation is paramount though…and this Real-Time Visual Book Developer (Me and my team) will not Help or Recommend iClone5/6/7 for any other Game/Real-Time productions. We have some excellent workflows that I could share if fully integrated into this software suite to help others.
VirtualRealities.school has some great videos with lots of various workflows and really solid opinions on lots of character platforms as well. Well worth watching for anyone wanting to do Real-Time Animation and Rendering in Unity (similar workflows into UE4). Give this guy some likes. Link
Character Creator 3 has finally arrived: First Impressions: Link
Character Creator 3: Using LODs and Merge Materials in Unity: Link
And a great RL Forum Post on CC3 to Unity Workarounds as well as a number of Underlying Issues encountered: (We are not the only ones =) ) Our workflows differ a little on the CC3 side of things but all in all…Apples to Apples. Link
What is really important to note about CC3 is that ONLY the expression Blendshapes are exported and usable in the Skinned Mesh Renderer. This means that changing Blendshapes must be done in iClone7 and cannot be done in a character system within the game engine (of choice). This is hugely problematic since most modern 3D Character Systems at least have some facial adjustments at character creation. To compensate for this various versions must be made and selected. Older MMOs do this sort of thing (GW2, LoTRO, SWTOR…etc) but more modern (2007+) RPGs (Mass Effect, Skyrim, Fallout4..etc) allow some facial and body customization. So for a Very Modern 2018 CC3 not to behave ‘More Like’ DAZ Studio in Exporting Blendshapes is just….WTF? Wow…Really? I mean…Reallusion tout themselves as The Animate Your DAZ Genesis Characters company….and we end up with CC2/3.