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datee
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 11,
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So I have a mocap animation in iClone that looks correct when streamed into Unreal at realtime. So when i record a sequence with the Sequence recorder everything looks good. But when looking at the recorded motion afterwards it is incorrect. When the character sits down or moves the pelvis downwards the legs move up istead in the recorded animation. I dont understand why this is happening! Is the problem related to the Sequencer Recorder? I've tried to record without "remove root animation" but it doesnt help. Everything looks correct except for this issue. Anyone, please help??(Update: Added comparion shot) 75% of original size (was 670x19) - Click to enlarge 75% of original size (was 670x19) - Click to enlarge
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The-any-Key
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The-any-Key
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
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Visits: 1.9K
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What version of unreal editor do you use? It seem the plugin don't support 4.23 yet.
iClone 7, 3DXchange 7 Pipeline, CC3 Pipeline, CT8 Pipeline, Iray, Live Face, iPhone Xr, Win 10, i9 9900K ~5GHz, Nvidia RTX 2080 8GB, 16GB Ram, M.2 SSD
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datee
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 11,
Visits: 100
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Im using 4.22 and like i said, when streaming directly from iclone it all is good. Its the recorded sequence that has the problem... So something is recorded wrong or not as it should.... But its hard to find a solution.. This is the reason i bought a licence.. To use it.. So if the recorded data from iclone is wrong its a big problem for me....
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Rampa
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Group: Forum Members
Last Active: 7 days ago
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Maybe something to do with the HumanIK?
Try this: Merge all your timeline clips into one. You do this by Cntrl-clicking on all of them so they are selected green. Then right-click on one and select "merge clips". When it a single clip, right-click on it and select "Bake Reach Constraints". This will also bake in the HumanIK foot contact with the ground.
Of course, it could also be something about UE4 recorder.
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StyleMarshal
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StyleMarshal
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
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I guess it's the pivot. When you record from Iclone with sequence recorder , it records the animation and transformation of the pivot point separately. If you now take a new character and give it the same animation of the recorded animation folder the pivot stays in place while the animation runs.
What I do is : load your recoded "sequence" of the Cinematics Folder (not the animation) and right click in sequencer on the top Character track , export as fbx. Now it exports the whole sequence incl. pivot transformation into the fbx.
Import the fbx back to unreal as animation, and all works fine. Maybe there is a simpler solution , REALLUSION ?
:-)
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Rampa
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Group: Forum Members
Last Active: 7 days ago
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Check in your sequence recorder options that "Record Transforms" is checked. 75% of original size (was 670x19) - Click to enlarge
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StyleMarshal
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StyleMarshal
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
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YESSS , I found the solution for my problem :-) Make sure that "Force Root Lock" is UNTICKED in the Animation Editor under Asset Details!!! Now I can see my Root Node (Pivot) moving with the animation , if ticked it stays in place. 75% of original size (was 670x19) - Click to enlarge
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datee
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 11,
Visits: 100
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Rampa (9/7/2019) Maybe something to do with the HumanIK?
Try this: Merge all your timeline clips into one. You do this by Cntrl-clicking on all of them so they are selected green. Then right-click on one and select "merge clips". When it a single clip, right-click on it and select "Bake Reach Constraints". This will also bake in the HumanIK foot contact with the ground.
Of course, it could also be something about UE4 recorder.The only option i have on the motion clip is "bake reach key" - do you mean that? It changes nothing - same results...
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datee
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 11,
Visits: 100
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Bassline303 (9/7/2019) I guess it's the pivot. When you record from Iclone with sequence recorder , it records the animation and transformation of the pivot point separately. If you now take a new character and give it the same animation of the recorded animation folder the pivot stays in place while the animation runs.
What I do is : load your recoded "sequence" of the Cinematics Folder (not the animation) and right click in sequencer on the top Character track , export as fbx. Now it exports the whole sequence incl. pivot transformation into the fbx.
Import the fbx back to unreal as animation, and all works fine. Maybe there is a simpler solution , REALLUSION ?
:-)
Well, this doesnt help either im afraid.. Yes you can bake the pivot into the animation that way.. but the transforms of the pivot works fine in the recoded animation for movement... its just the vertical movement (eg bending legs) that makes the feet go up from the ground instead of the pelvis moving down.... so exporting as an fbx an reimporting just gives me the same result. .... But when streaming live from iClone everything is correct!!!! ..But i need to record... :(
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datee
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 11,
Visits: 100
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'Yes, this is active ( by default )
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