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CLO ヘルプセンター

どのようなご用件でしょうか?

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  • ikafx

    According to the manual https://support.clo3d.com/hc/en-us/sections/115000628387-File-Import-Export the FBX file format doesn't save the rig only the MC cache (Motion Capture Cache). If you want to use Clo for the cloth deformation you need to either pose or do the walk cycle in Clo first then save in FBX and select the options for the MC cache for export to your 3D application. In Maya you would need to select the cache of the animation for correct deformation of the Cloth that was simulated in Clo. This article has the steps to get the animation of the cloth exported toother programs like Maya at the end. https://support.clo3d.com/hc/en-us/community/posts/360014682933-CLO-x-Mixamo-A-Basic-Guide-

    This isn't a limitation to Clo. There isn't a software application in existence that allows one 3D application to transfer the complete rig structure to another. The reason is that each application defines the structure of a rig differently. A rig is not just the skeletal parts but includes the hierarchy+IK+constraints etc which makes it really difficult to transfer this type of information between 3D applications. 

    Clo will give you the most accurate and realistic cloth simulation I would stick with Clo and save out a MC cache in the FBX. However If you really want to have the rig I would suggest to save your Clo cloth separate from the Avatar then combine all parts in Maya. Create your rig in Maya and use Maya Cloth for simulation based on how your rig is manipulating the character object and colliding with the cloth object. 

     

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  • benek

    @ikafx I often export .fbx files containing the full skeleton rig between 2 different 3D applications …

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  • jptossings

    @ikafx, I second the notion of @benek, joints/bones en skinning (and even blendshapes and constraints) are easily transferred between applications supporting the FBX format, this is the main purpose of FBX.
    I assume CLO does not want their skinned characters to leave CLO for "monetary" reasons.

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  • nadines

    I am heaving the same problem as above, out of Blender, into CLO#D no -ray joints apear. For now my solution is the converter.

    see menu: Avatar>auto convert and go from there.

    Make sure your avi has a T- or A- pose and be patient.....

    Althougd my problem is after converting it "stiched" the crunch together... big isseu with pants....

     

    Any body any better ideas, please let me know!!! Kind regards Nadine

     

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