
Character Creator 4: besides the characterization features mentioned above, CC4 allows importing any object, editing mesh elements to sub-nodes, and easily turning objects into props, accessories, clothes, hair, shoes, etc.
IClone 8: any motion FBX files imported into iClone 8 can be automatically retargeted to standard CC characters or non-standard characters. ( Check the comparison table for details) All related features will be integrated into iClone 8 or Character Creator 4. No 3DXchange is required in order to export FBX, OBJ, etc.
iClone 8 will come in the pipeline version only. Any feedback / bug report on this would be appreciated.To ease the path to 3D production, we will simplify our product portfolio to make iClone 8 and Character Creator 4 work independently, while seamlessly compatible with one another. On a side note, for those of you who want to get the Blend Shapes / Morph Targets on UE4, be sure to use the FBX201400 export, as UE cannot read FBX201600 properly. Anyway, this will allow you to get your blend shapes / facial animations exported to FBX, but might require some minor adjustment on your networks. The resulting FBX, will however not have the subdivisions. See the attached images for simple examples: the first network will export the blend shapes by default but the second one will need to force the export, because of the subdivide node. However, there is an option to “Force Blend Shapes Export”, that will allow the blend shapes to be exported by ignoring the incompatible nodes, but potentially losing information doing so. Nulls, switches, caches, nodes dealing with attributes, skin deforms or merges won't block the blend shapes from being exported, but other nodes that will alter the geo, like a subdivide for example, will. Blend shapes animations are also exported, but the shapes by themselves cant be time dependent.
FBX being way more rigid than Houdini, blend shape nodes will only be exported if your network is “FBX compatible”, that is if no modification to the geometry happens after the Blend Shapes. The exporter will now try to find Blend Shapes SOPs in Geometry nodes, and export them as FBX blend deformers, creating Shapes for each of the blend inputs. Hi all, As of version 15.5.675, we have added blend shape support to the FBX exporter.