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iClone 6.4 Changes to Skeleton? No more Root bone animation track?

Posted By 3DUncovered 8 Years Ago
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iClone 6.4 Changes to Skeleton? No more Root bone animation track?

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3DUncovered
3DUncovered
Posted 8 Years Ago
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Since updating to 6.4, I made some new animations in iClone for my Unreal Engine 4 character,  exported the new animations via 3dxchange,   when I tried importing them into UE4 onto my character, UE4 complained about root bone present but no animation track for root bone.  So I done an export of the full character and animation, imported that to UE4, and yes..  you guys have changed the skeleton in some way!?!?


Why has the Root gone?   the rig now starts at the Hips!?


Having a Root bone is essential for UE4..  with such things as doing Root animation.

I'm concerned!


Here are two screen shots showing the now missing root bone...


http://3duncovered.com/iclone/iclone-root.jpg
http://3duncovered.com/iclone/iclone-noroot.jpg
animagic
animagic
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A change like that would also mess up iClone. Perhaps some sort of import problem? I just exported a CC character to 3DXchange and the Bone Root is there. It should export to FBX as well.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

3DUncovered
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Hi, yes its there in 3dexchange..  but not after exporting to fbx.. 


I've posted in the 3dxchange issues thread now, as this might just be an export issue with 3dxchange.
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8 Years Ago by 3DUncovered
animagic
animagic
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I thought I had posted again...Unsure

Anyway, what I did is exporting Christian to FBX in 3DXchange and then reimporting the FBX file. The Root node is still there. I even ran it through Autodesk FBX Converter and reimported and the Root node is still there.

I think it's time for someone with Unreal experience to chime in and help out, because it looks like something goes wrong at the Unity import stage.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

animagic
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So I came across this tutorial (https://www.youtube.com/watch?v=6QGh06nF6To)  and it seems that CC characters are exported without root...Unsure Another tutorial explains how to add a root in Maya...



That seems kind of backward to me as Maya is not cheap. I mean, we have CC, Unreal is free, but to use any of the great characters you can create you need another program just to add a root? Crazy



https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

wendyluvscatz
wendyluvscatz
Posted 8 Years Ago
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if you have 3DX5 pipeline  I believe it adds it there importing re-exporting




vidi
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It seeams I run in the same  trouble with Modo and Akeytsu
Ultimate Unwrap had fix it for me now , but I think RL should it make compatible with every program without a extra workaround .
All another Character works except CC.







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liebe Grüße vidi




3DUncovered
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So this is a deliberate change from 6.3 to 6.4 by Reallusion, to no longer export a root node,   ......WHY?

I posted this on the 24th Feb', and on 26th Feb they upload videos with guides to Adding the bone..   Why even remove it,  why the change..  who's got the money to buy Maya just to go adding a root! 

...And if its a known deliberate change then at least answer this post and the one in the 3dxchange issues thread instead of ignoring it.

So frustrating,  I may stick with 6.3.
animagic
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I think this should be reported as a bug. On a good day it's a developer goof-up; on a bad day it's removing functionality without a reasonable explanation. The root is there and clear for all to see in 3DXchange, so it should just export.

The whole point of the Export Licenses has been the capability to export to FBX for use in external 3D applications (game engines in particular) without having to rely on yet another external program. So how about it, RL?


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

Edited
8 Years Ago by animagic



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