Clo3d Animation To Blender
Hey guys
I did many projects where I exported pc2 animation from cloud to blender and it all worked fine. Im familiar with the workflow and know how to do so.
Right now im working on a project and ive tried exporting the animation to blender at least 200 times and rerecording the animation and other export options (not joking) and I keep on getting "vertex count mismatch" in the mesh cache modifier in blender. I legit tried everything... please help if anyone has insights on what might solve this. anything you can think of. (it happens for a few files, not just specific one)
is it possible that this method doesn't work for complex garments?
Thank you
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200 Times ? Sounds like an exaggeration, if after 2 or 3 times it doesn't work time to flip open your software manuals.
Blender vertex count mesh cache animations relie on the incoming object mesh to be the same mesh count and also the same scale + swizzle orientation.
Check your models poly mesh count and then your cache meshes to determine where the fault lays is what you should have done to determine the fault (in a few minutes).
This means if you have exported a mesh cache and not checked the >Blender< changes with their many updates (and yes import recently changed) then the fault likely lies with that workflow and not in CLO3D. To check that you should open the data file (after a couple of go's) with a script editor and >Look< at the code header to check the reported mesh basics. Then only import to blender under the right conditions. You don't mention what version software's you are using (which is maybe a good first step to diagnosis of the fault(s)). Blenders latest developments have undergone some changes so you need to be exactly specific with that exact install you have and on what OS. As it may be due to any number of faults at your end. Start there ....report back and certainly never do anything 200 times before putting your hand up or thumbing through the software manuals - as it's faster to read a few pages than keep doing something 200X.
Complex garments works just fine, the computer is not smart enough by itself to know what a small project is verse a large complex project > it just has a hardware limit on how much video ram you can push through on your GPU come render time , other wise it can open millions of polygons no issue. The problem is knowledge and then how you approach any issue that becomes repetitive. (eg: import custom presets in blender).
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