Hey guys
Was hoping someone could shed light on a couple problems Im having
My hope was that as long as your characters, *wherever program was used to create them*, was successfully running animations back in 3dxchange then all the variables would be dealt with prior to exporting to and importing into unreal - It doesnt seem to be the case unfortunately
Ive used CC autoset up on a few models and it can work flawlessly and when it does its like a drea come true lol - but not work on on many models depending
(Is there a way to utilize CC auto setup with facial animation?- I dont think so it looks as if its only for direct export from CC to unreal - not from iclone with animations inc facial)
The 2 issues I'm having are: 1 with models that were created or purchased in CC exported to iclone for animation with facial morphs - then sent to edit in 3dxchange including collect clip with motionplus added to 3dxchange - usually works fine in the import to unreal
but now the models (when animations are added to a sequencer track) get very distorted end up looking like an rabid evil octopus - I've tried so many different options for the import and I am obviously missing something important
The other issue - that I also feel like shouldnt be happening::::
this is also on import to unreal but with characters that were build in prob maya or blender or wherever vs CC - again the animations work fine in 3dxchange as exactly as they should -
But when they are in unreal the animation works but starts dramatically moving the position of the actor all around the map - I tried all options for root motion in unreal couldnt figure it out
Just praying for the day when iclone upgrades an "autosetup" that works for all models whether from iclone or CC ***inc animations and facial animations*** that works regardless of where the model originated from (if that is in fact a factor)
Any help on this would really really be appreciated - we all know how disheartening it is when we spend days on 1 issue and still can figure it out