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Exporting Porp Animation with character?

Posted By kmitchell.12catblackstudio... 6 Years Ago
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Okay so i was focused on the wrong animation tool. It seems that I can make a path and weapons can follow an bind to a path to be able to be able to have the weapon thrown stick in place and be retrieved separate to the actions motion... yes! Kisses everyone here!
 
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Hmm this isn’t working as I would hope. Reach target only work for key parts like hands and such. And I cant swap the constraint of the weapon from the hand to another target between keys. If I link the weapon to another dummy the weapon changes from being a assessors to being a prop and loses its association with the characters animation hiarchey .
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I think my issue was that I was using the new plugin locally in my project and the beta version of the auto setup in the engine plugins. I think thats y my textures were trashed and the weapons popped out of line. Now that I am using purly the old beta its working and the 4.22 version of the plugin crashes. 

Thanks all. 
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Rampa (10/8/2019)
You should be fine from CC3P if you have attached the knife as an accessory, and saved your animation as MotionPlus. See here for what MotionPlus contains.
http://manual.reallusion.com/iClone_7/ENU/Pro/Default.htm#iClone_7/Pro_7.0/09_MotionPlus/What_is_MotionPlus.htm?Highlight=motionplus


Well, guess what... That worked as well. Then I have no idea why it was not working out for the OP :)





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You should be fine from CC3P if you have attached the knife as an accessory, and saved your animation as MotionPlus. See here for what MotionPlus contains.
http://manual.reallusion.com/iClone_7/ENU/Pro/Default.htm#iClone_7/Pro_7.0/09_MotionPlus/What_is_MotionPlus.htm?Highlight=motionplus
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I do not think you need anything extra there such as dummy props. The problem is, that you are trying to export from CC. This will never work.
Once character is moved from iClone to CC, it looses all animations you applied to it in iClone. It is not getting baked in any form.
The most you can do there, is to browse for the actor motion clip and add it at the export time (suppose this is how you export it for UE).

On the other hand, if you export from iClone all motions are automatically would go into FBX file.
Out of curiosity I installed UE (I can't believe I did that), imported that same girl with animated knife and clicked myself through until I found a way to play that damn clip.
As you see below it is working just fine (though the visual is terrible because I did not know what I was doing there :)).
You do not even need to rig those swords. Transform animation is working just fine for the accessories in UE.









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4u2ges (10/6/2019)
Given that you post the inquiry second time, I am surprised nobody with Unreal experience (moreover from RL support!) has responded...

I do not know anything about Unreal, but it looks to me as a deficiency of the export plug-in, or you are missing some settings while importing an avatar to Unreal.
One thing I know for sure is, that if you export animated *combo* to FBX from iClone and open it in Blender, none of the animations would be missing.
(you cannot do this from CC nor 3DX though - another deficiency)

Here both  - an Avatar and attached to the hand knife are animated independently.
Note: the knife is rigged, but I used 2 methods for animation - with a bone and transform keys and both are transparent to FBX export and respectively fine in Blender:



As to dynamic constrains, this should probably be handled in Unreal (somehow...  I do not know).
Because in iClone switching constrain ON and OFF is only available for linked props (which is an iClone *thing*).

Aside for everything, I noticed some inconsistencies here (and in another thread you posted for the same problem) where attached props shifting away from an avatar and re-scaling.
Make sure before you attach them, to reset transform and a scale and if that does not help, reset the same at the source design app before importing props to iClone.

Like your characters :)


Thanks for the reply, I was apparently not subscribed to my own post. lol. Thanks about the scale thing I completely forgot i had to scale the prop in CC3 to fit into the characters hand. I'll correct that. As for the prop. I did not try to import the IClone direct export in blender but I definatly will try to open it in a second. What I did was take it straight to the engine and mapped the animation to the LOD merged CC3 Export. All in all I might go with the bone method. I've been trying to solidify a workflow before I go too far with things. And I don't know everything about IClone I just recently learned about the root alignment for blending animations helped me so much. I'm use to Motion Builder from highschool and thats where I'm mostly comparing and contrasting functionalities in my head.

My thought for this now is to create the character in CC3 -> Export to UE4 format. Add IK Weapon Bones in Blender -> 3DXChange -> Hopes it brins in the bones and keeps the facial animaiton support. Tie the bones together using a dummy prop. Assuming the animation data stays on the hands and IK when constraint is used to the dummy and the animation exports back to 3DXChange ok... Was kind of hoping props from CC3 would work like bones and bake the animtion to them as bone motions because when looking in UE4 they do appear as bones oddly enough I just thought I was missing one key detail some where. 

Well with this data I'll try tomorrow to see if i can get an example proven of this flow and see if the bone route will work with the least amount of headaches. Thank you so much for your time. I will definatly post a video on the process ones i solidify the details in it all. 

Also thanks about the characters i've been redoing them for years till i got something I liked. I hope that I can finally get some serious game dev started. 



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Given that you post the inquiry second time, I am surprised nobody with Unreal experience (moreover from RL support!) has responded...

I do not know anything about Unreal, but it looks to me as a deficiency of the export plug-in, or you are missing some settings while importing an avatar to Unreal.
One thing I know for sure is, that if you export animated *combo* to FBX from iClone and open it in Blender, none of the animations would be missing.
(you cannot do this from CC nor 3DX though - another deficiency)

Here both  - an Avatar and attached to the hand knife are animated independently.
Note: the knife is rigged, but I used 2 methods for animation - with a bone and transform keys and both are transparent to FBX export and respectively fine in Blender:



As to dynamic constrains, this should probably be handled in Unreal (somehow...  I do not know).
Because in iClone switching constrain ON and OFF is only available for linked props (which is an iClone *thing*).

Aside for everything, I noticed some inconsistencies here (and in another thread you posted for the same problem) where attached props shifting away from an avatar and re-scaling.
Make sure before you attach them, to reset transform and a scale and if that does not help, reset the same at the source design app before importing props to iClone.

Like your characters :)




kmitchell.12catblackstudio...
kmitchell.12catblackstudio...
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So I am trying to figure out how to export weapon prop animation with IClone and CC3. So far trying motion and motion plus are not exporting prop animations. The same thing happens when exporting from IClone directly. Should I just use a third party to add IK Bones and bring it back in to 3dXchange or is there a way to get prop animations to export? 

Desired Test


Undesired results: 


My desire is to be able to animate weapon locations for certain animation combos and one thing I need is to be able to change the weapon constraint and to be able to save the weapons animation data to play back in engine. So far testing just the animation is giving me grief. My next question will be how to change a weapons constraint per frame. As I have only seen this done once with a ball and physics not for something that will need to be exported from the system. I have not found any data that could help me as of yet. 

https://forum.reallusion.com/uploads/images/3981e41b-1438-4fd0-be66-9f47.jpg


https://forum.reallusion.com/uploads/images/a1141c66-e225-4197-8e9a-364c.jpg


https://forum.reallusion.com/uploads/images/7142bf54-b45d-47c4-abea-6117.jpg




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