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Message
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weber.lars
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weber.lars
Posted 6 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 3,
Visits: 32
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Hi! I created a character and I want to Export it as an .fbx file for unreal in an A-Pose. But all I ever get is a .fbx export where the character is in a T-Pose which is a total time killer for unreal retargeting. My export Settings are like this - what am I doing wrong?
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Siverse
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Siverse
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 86,
Visits: 206
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hi there is an a-pose, i-avatar that needs to be put into the custom FBX export settings, ask them in support and they will show you
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emypippo
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emypippo
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 13,
Visits: 195
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Hello. I have the same problem. Did you find any solutions?
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weber.lars
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weber.lars
Posted 5 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 3,
Visits: 32
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Hi,
No I didn't find a solution. Even with the new Unreal export presets. Did you?
Greetings, Lars
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Peter (RL)
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Peter (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: Yesterday
Posts: 22.7K,
Visits: 35.7K
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Since Character Creator 3.04 the T-Pose and A-Pose are automatically embedded in the FBX when exporting to Unity or Unreal.
Peter Forum Administrator www.reallusion.com
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weber.lars
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weber.lars
Posted 5 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 3,
Visits: 32
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If I use the plugin, then my imports look like this. The base skleleton mesh without any animation is ok, but the generated "cultist_Anim_0_Open_A_UE4" animation is deformed. What kind of base model do you use in CC3? Any clue what I am doing wrong? PS: this is a fresh install of the plugin in a fresh unreal 4.22.3 Editor.
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Am7add9
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Am7add9
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 468,
Visits: 9.3K
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if you dont follow the tut precisely you get this deformity, i had it the first time and never again
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Peter (RL)
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Peter (RL)
Posted 5 Years Ago
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Group: Administrators
Last Active: Yesterday
Posts: 22.7K,
Visits: 35.7K
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weber.lars (9/10/2019)
If I use the plugin, then my imports look like this. The base skleleton mesh without any animation is ok, but the generated "cultist_Anim_0_Open_A_UE4" animation is deformed. What kind of base model do you use in CC3? Any clue what I am doing wrong? PS: this is a fresh install of the plugin in a fresh unreal 4.22.3 Editor. Please make sure you follow the steps exactly as shown in the tutorial below. In particular the Unreal FBX Import Options must be set as shown to avoid the problems you show in your screenshot. https://youtu.be/hyfKQyXvTAcNote: To get the A-Pose make sure you select "Use TO as Ref Pose" in the FBX Import Options in Unreal.
Peter Forum Administrator www.reallusion.com
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Ascensi
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Ascensi
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 247,
Visits: 1.8K
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