Rampa (7/30/2017)
If you created your motions in iClone, then you should use those. There is really is no reason to re-import the same motions you just exported. Is there a limit to how many motions you can save in 1 iclone project per avatar?
I did not save the iclone project this time (I'm still learning) because I figured exporting the avatar and exporting the individual motions would be enough as well as organized (they are in folders related to this character).
I'm very confused and I'm trying to set up a process for myself so I can actually get some work done.
Please help me understand the best and fastest way to go about this for larger scoped projects when characters/animations need to be consistently tweaked. I really could use solid advice on the process here. I want to save time.
For example - Say I want to make 10 characters with 30 animations each for Unreal Engine with Character Creator, iclone and 3xchange.
What is best way to go about saving all 300 animations and 10 characters for future use?
Should there be 1 iclone project per character? Should there be 1 iclone project? No need to save iclone motions files individually?
Clearly I will need to be making 310 fbx files when exporting to unreal, but after testing things in unreal and deciding I want to update a character and their animations, what is the fastest process for this?
Say character A's appearance or collision needs to be changed in iclone and the personality through the motions seems off. What's the best way to do this?
This is what I'm guessing has to happen everytime.
1) Delete the FBX character, delete the 30 FBX animations associated with it both in Unreal and in saved files (unless you want an outdated archive). 2)Then also delete all the animations blueprints and material edits I had to make for the character in Unreal. Reference to tutorial for blueprint and material editing
https://www.youtube.com/watch?v=9eLT9o8SPZs2) Open up the iclone project for this specific character? Go through all of the animations by clipping them individually 30x and exporting to 3dxchange?(seems like a ton of redundant work, this is why I thought saving iclone imotions would save time) Export to unreal from 3dxchange 31x (1 for each animation, 1 for the character)
3) Redo the material editing, redo all the blueprints and blueprint sequences (since the animations are new files)
https://www.youtube.com/watch?v=9eLT9o8SPZs4) Redo the clothing editing and hair editing in unreal (for shaders and nvcloth)
Seems like a shit ton of work and time for slightly tweaking 1 character before getting to test everything in the unreal engine!!!