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Import Character to UE4 with MorphTargets. With and without Maya in between.

Posted By spaehling 7 Years Ago
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Import Character to UE4 with MorphTargets. With and without Maya in...

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spaehling
spaehling
Posted 7 Years Ago
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FIXED: Check my 3th Post or just search for Solution on this site.


Hey Guys,
since i started with Iclone7 and CC i have this issue with MorphTargets. I want to import my finished Character + Animations into UE4 from IClone after i'm done with Animation.
No it gets a bit complex, but there 4 possible.
What i do:
1. Import from CC3 directly into UE4
2. Import from CC3 with import and export from Maya in between, into UE4.
3. Import from IClone7 directly into UE4
4. Import from IClone7, with import and export from Maya in between, into UE4.

End Result:
1. Everything is allright. All Morphs inside.
2. No Morphs anymore (only 1 left)
3. Everythign is allright expect of wrong root bone name. (Delete unused morph, works fine)
4. No Morphs anymore. (only 1 left)

75% of original size (was 675x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/02b4777a-13cb-4a00-ab76-25e8.png

75% of original size (was 675x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/aa3a7e47-0d7e-484b-8356-4ec8.png

After importing into Maya, i can see all Blendshapes working fine. Doesn't matter if from Iclone or from CC3
75% of original size (was 675x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/cd730d89-2063-4c08-872c-a43d.png

Import and Export Settings Maya and Unreal:

Export Settings Maya: Bake Animation Off, FBX Version (i tried 2015, 2016/2017, 2018) UP Axis (Z. Also tried Y, just in case)
75% of original size (was 675x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/77b69377-cc02-475a-aaf3-252a.png


if you guys have any idea, i'm happy for any ideas. My next step is going through the plugin tool of maya. but i run out of ideas :)
greetz Phil
vidi
vidi
Posted 7 Years Ago
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Export Settings Maya: Bake Animation Off


Maybe "on " helps , 
 I use Unity but  for import all Blendshape it is need a Animation where all Morphs are one Keyframe on the timeline 
When I import my FBX with this animation Unity regonized this all a Blendshape  and listed it in the inspector 
I think Unreal works in the simliar way ? 


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liebe Grüße vidi




spaehling
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vidi (11/20/2018)
Export Settings Maya: Bake Animation Off


Maybe "on " helps , 
 I use Unity but  for import all Blendshape it is need a Animation where all Morphs are one Keyframe on the timeline 
When I import my FBX with this animation Unity regonized this all a Blendshape  and listed it in the inspector 
I think Unreal works in the simliar way ? 


hey,
thanks for your answer. I tried this before, but i tried it again. Sadly it doesn't work. Also tried with and without resample all.
i tried a few different setups. but feel free to answer. i try it again and again until it works :)
spaehling
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Reallusion Team found a Solution. It's simple and effective.
Solution: 
Just rename _ncl1_7 and _ncl1_8 to something else. I tried test_1 and test_2 and it worked!!!!.

The main problem is the first _ from _ncl1_. If you just rename it to "ncl1_" it works :)

That also allow's me to fix this problem: https://forum.reallusion.com/394209/IClone7-Unreal-Export-Root-Bone-Name
Now i can also rename the Root-Bone to simple "root" and import it into ue4. FINALLY :)

75% of original size (was 675x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/2391fc5f-e79b-4d35-ab34-5bd2.png
spaehling
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the story goes on :)

https://www.reallusion.com/FeedBackTracker/Issue/UE4-import-Morph-Targets-doesnt-work-cause-Blend-Shape-Names-are-to-long

It got fixed.

Note: if you reimport your character with morph targets in ue4, you need to reopen the skeletal mesh window, to see the morph targets.



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