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Character exported with CC3 in A pose is still in T pose in Game Engine

Posted By zodiaque1980 5 Months Ago
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Character exported with CC3 in A pose is still in T pose in Game...

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zodiaque1980
zodiaque1980
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Hi,
i use cc3 to export fbx with A pose but when i import it in unreal engine it get back to T pose.
Of course when i export it i make sure that i include A motion in custom motion. when i open the fbx file with a dcc like blender, maya and 3dsmax , the character is still in A pose but in unreal the skeletal mesh is in T pose.
Please can you tell me why this happen and  how should i do to fix this?
thank you in advance for your help
Peter (RL)
Peter (RL)
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Do make sure you are adding the "_OpenA_UE4" pose to the export panel and uncheck the box marked "Universal T-Pose Editing"

Note: You can find the "_OpenA_UE4" pose under Pose > Body in your CC3 Content Manager.


                                                                

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zodiaque1980
zodiaque1980
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5 Months Ago by zodiaque1980
zodiaque1980
zodiaque1980
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Hi Peter, 
Thank you for your answer.
First of all the pose that I found in cc3 don't have ue4 in it name instead I found this 
https://forum.reallusion.com/uploads/images/9ca13197-3669-4bf0-8436-7b27.png
And the export conf that I use is 
https://forum.reallusion.com/uploads/images/02b37d71-601f-49c8-aa3f-1ff6.png
 Neither the _APose or _OpenA didn't work when I exported to unreal. It still keeping the t pose.





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Rampa
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You need to set the "Use TOAs ref pose" on UE4 import. That makes it use the first animation frame as the rest pose.
zodiaque1980
zodiaque1980
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Thank you both of you, Peter and rampa. I finally successfully import in A pose in the engine. Thank you rampa for notifying me to check TOAs option.
It work !!!
jay.nyqvist
jay.nyqvist
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Is "_OpenA_UE4" different from "_Open A" or "A Pose"? Which one must we use? Thanks in advance.
Peter (RL)
Peter (RL)
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Yes, it is different. You want the one shown in the video below.

https://youtu.be/-qZsU5jaW2M?list=PLNV5zSFadPdmyOVE2c3RrOqLZS-KfiEZK&t=106


                                                                

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