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WSAnim
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WSAnim
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 13,
Visits: 443
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Had another issues I had to deal with first, and haven't had a chance to try this. Just to be sure, can you please link the relevant tutorial, to make sure I follow the right one in the first place?
Thanks!
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kungphu
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kungphu
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 997,
Visits: 7.1K
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Yup! Ignore that part on the RL tutorial. Also after the recording per the RL tutorial set the playback to 60fps and it’ll match the iclone vid well it’ll just be off by the amount of frames it took to press the play button after or before the 1 on the Unreal countdown.
My "NEWEST" Latest:) Movie Made With Amaaaazing iClone
—> High Noon”ish” in Narrow Valley<—
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WSAnim
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WSAnim
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 13,
Visits: 443
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Thanks, I'll give that a go!
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StyleMarshal
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StyleMarshal
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Try non fixed setting
( IClone and UE4 are not in Sync via Live-Link) - For UE4 Users with the same problem , Kungphu found a solution :
As long as you don’t choose fixes frames, everything magically matches up. Lip sync was virtually impossible due to how fast it would copy into sequencer. I tried everything for months and luckily stumbled on this when I forgot to select fixed frame rate per the Reallusion tutorial and it was finally timed perfectly with audio and the frames in my iclone project matched the frames in the sequencer.
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WSAnim
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WSAnim
Posted 5 Years Ago
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Group: Forum Members
Last Active: 7 Months Ago
Posts: 13,
Visits: 443
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I'm having an issue that I can't find any reference to on the boards or web search. When I use live link to send data to UE 4.24.3 via live link, Sequencer says that the recorded takes are internally 24fps, not 60. UE4 is set to 60 fixed. Am I missing a setting in iClone or UE4 somewhere?
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unit23
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unit23
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 115,
Visits: 380
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mechatrex69 (3/12/2020) hey man thanks for your tips after fighting for a day I figure it out when exporting, remember to check the universal T-pose editing
Be aware that UE uses the A-Pose per default. This means T-Pose animations won't work properly on a A-Pose character. However, there are animations which help to set a new default Pose, such as this one legendsofepica.com/Bindpose.FBX
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mechatrex69
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mechatrex69
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 19,
Visits: 421
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hey man thanks for your tips after fighting for a day I figure it out when exporting, remember to check the universal T-pose editing
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unit23
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unit23
Posted 5 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 115,
Visits: 380
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mechatrex69 (3/12/2020) hi I'm facing some problems when importing character with motion in ue4 it seems like a cc3 skeleton issue or hair spring effect cause it because it looks ok when using other character (in iclone) please helpMake sure to follow the steps and settings outlined here, https://manual.reallusion.com/CC_and_IC_Auto_Setup_Plugin/ENU/CC_and_iC_Auto_Setup/1.0/02_for_Unreal/Importing_Character_FBX_File.htmEspecially check that T0 ref pose is ticked.
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mechatrex69
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mechatrex69
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 19,
Visits: 421
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Onidra
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Onidra
Posted 5 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 4,
Visits: 47
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Hi,
I'm using UE 4.24.3 And I have the last version of the plugin, 4.24. When I had the issue, I downloaded again to reinstall it, to be sure I had the last one.
I was afraid to disable the plugin, and that my characters will be impacted. I did a try, and if I uncheck the plugins (without rebooting the project), I can export and that's working. Seems to have no impact, the characters are fine in the exported game. So it's the better way to do a package?
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