Actorcore and somewhat complex character

Hi all, I’m trying to create my very own character from scratch. So far I modelled and sculpted this character and added various hair systems for fuzz and fur. I exported an fbx to accurig and added some animation from actorcore. I can import the rigged and skinned fbx just fine with the animation but it now is a clean animated model without any of my materials and other stuff.
Do I now need tot copy past every single thing back to all the different parts or am I missing something here. This doesn’t seem to be the best practice.
I know there is a payed addon called autorig pro to convert my accurig stuff to a riggify rig but I just want to know if that is the best way. Again I am new at this so I don’t now if I’m doing this right, if anyone can help that would be great. Thanks.

This is the character I’m working on.

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This is the animation that I would like to add. Sorry for the poor mans screen capturing :wink:

I am assuming you mean particles and materials. This may be relevant.

https://docs.blender.org/manual/en/latest/addons/import_export/scene_fbx.html

Note

Blender now only supports complex node-based shading. FBX having a fixed pipeline-like support of materials, this add-on uses the generic wrapper featured by Blender to convert between both.

And I am guessing, that maybe to get the particles you have to apply the modifier.

Apply Modifiers

Export objects using the evaluated mesh, meaning the resulting mesh after all Modifiers have been calculated.

Auto rig pro is different from rigify. I definitely recommend both of them though. Auto rig pro is much faster and easier though.

You shouldnt “copy paste everything”. All you really need is to swap the action data block on the original armature (skeleton) to one from the imported armature

In other words, import the *.fbx to the same scene as original character is, and put an action from it on the original skeleton

Hi, well the original character doesn’t have a rig that is compatible with the incoming Accurig fbx. I could try the Autorig pro way but I was hoping there was a simpler solution. In all the tutorials for accurig and actorcore the characters are setup like a game character. One mesh and a few textures. Easy to setup when reimporting.

What do you mean incompatible? bone names were changed? Since import from *.fbx will produce animation baked into bones (no inverse kinematics import as far as I know). Turn off IK on the receiving armature and it should translate, assuming bone names are the same

Ok so to make it a bit more clear. My starting point is a scene with a character without rigging or skeleton. I export that to fbx for rigging in Accurig, out Accurig I export a fbx with rig and skeleton. Apart from that I download a fbx with motion from Actorcore based on my fbx I just made with Accurig.

When I import the accurig fbx with skeleton there is no other character in my scene with bones.
I could create a rig with riggify and translate it with autorig pro probably but I was hoping to fix it without.

Hope this clears things up, thanks for the help so far.

Oh. Thats why I prefer using the least number of external programs. Exchange file formats are so lacking

In your case, maybe the easiest solution will be to transfer the weights from the imported mesh to the old mesh, either using the weight transfer command in Weight Paint or Data Transfer modifier. Then, put an Armature modifier on an old mesh, then select the new skeleton as armature
https://docs.blender.org/manual/en/2.80/sculpt_paint/weight_paint/editing.html#transfer-weights
https://docs.blender.org/manual/en/latest/modeling/modifiers/modify/data_transfer.html

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Thanks Deckard, the first solution worked for me. Transfering the weights to the existing model and then adding the armature.

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