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Unity: Exporting animations, and Tpose

Posted By BroncoBilli 5 Years Ago
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BroncoBilli
BroncoBilli
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BUG: I just found a bug: When you import a motion-only FBX file that has an embedded tpose in it, make sure you import it NOT into the CC_Assets folder, or if you do make sure RL's "Auto Processing" is turned off. After you import it, look for "warnings" in the "rig" and "animation" tabs. The FBX will import in the rig as "generic". It needs to be set to "humanoid". After you press humanoid and press Apply, sometimes (not always), you'll get a stack of warnings that the bones are out of position. To fix this (at least I did), switch the type back to generic, press Apply, then select humanoid again, and press Apply. If it 'sticks', you won't get any warnings, and the model and animation, if you select them on the animation tab (of the importer block), and press Play, the model and animation will look right. If it imported wrong, you'll immediately know.

BroncoBilli
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At least for the one scenario, I think I have it figured out. All I want to do in this scenario is export a motion (nothing else) from iClone7 all the way to Unity, so I can apply this motion to an already-existing avatar.

here's the steps:
* put the motions on the timeline in iClone7.
* select the corresponding time range on the timeline on the Collect Clip track
* Export to MotionPlus. Motion only. Bake Constraint Key doesn't seem to make a difference for this (at least for me).
* Go to CC3 and select export FBX, use the Unity 3D preset. Ensure advanced settings "embed motion" is selected....
* go to Include Motion's "custom", and add the MotionPlus file. Ensure Universal Tpose Editing is unselected.
* go to Unity and import the FBX. Drop it NOT onto the CC_Assets folder, so it doesn't auto process.
* go to the RIG tab for the imported FBX in the Inspector panel and make sure Animation Type is "humanoid". Apply.
* make sure there are no import messages for the Rig tab, or the Animation tab.
* doesn't seem to matter if Rig tab's "Avatar definition" is from the imported model, or the already-existing model in Unity...
* doesn't seem to matter if the Animation tab's "Root transform" checkboxes are checked or not...
* doesn't seem to matter if the model's Animator object has "apply root motion" checked or not...
* go into Animator window in Unity, drag and drop the animation clip from the imported motion FBX onto the window. make it transition to this clip.
* press play. avatar should jump straight to the animation.

Now, I can't figure out why or how my original post wasn't working. I think I was running up against some weird bug, but I can't figure out the reproduction steps to make it fail. Grrr.

wildstar
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i dont see any problem with iclone fbx export except what i talk if you export only a motion from 3dxchange its just dont wokrs its really broked so i just export the motions with meshs , inside unity is not problem use motions from one mesh file to another. or in animator or in timeline. about use 3dxchange to export things from iclone enviroment i make a lot of tests and its not ok its problematic you can get some distortions in diferent plataforms. ( game engines 3d programs etc ) so my advice is use iclone export fbx export function ,and is easy like that just chose the range of animation and export it. all things goes on fbx. morphs , facial animations and body animations.  and you can easy  deal with it inside unity , if you use "current frame" like its suposed to think iclone export current frame not animation will be a pic of the motion in the current frame. export range is what the name say , the greens marks in and out on iclone screen. what is inside iis the range exported. when you deal with the fbx inside unity you can find 2 motions on fbx , the universal tpose and the animation you made inside iclone. , you talk about collecty clip ,this only usable to put your animation inside tthe fbx export from cc3. forget to use 3dxchange to export things from iclone.  transitions between tpose and animation inside the fbx??? i never see that and i using iclone with unity for a long time already. calibration file is a animated clip from reallusion to check if all conformed cloth is ok inside the engine. contraint keys is about animations keys of props linkeds to the character or any thing using linkage or attachements inside iclone.  keep original avatar is when the fbx file can be imported back again to iclone for some reason you maybe want.  and i will stop where, i hope someone help you more than me. i just dont have englsh gramar to help more , and i really cant see any problem with fbx files except the problem i talked already. 
BroncoBilli
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Ungh. Not the question. Let's see if I can be more clear. REALLUSION, please READ all of this, I think I've found some serious bugs. I hope you try to reproduce it, or already understand it well enough to contradict me.

First complaint: The options for the FBX export (and MotionPlus export) are unclear. For export to Unity, I'd like somebody to document what each of the checkboxes mean. Like, ALL OF THEM. Not only export to FBX from iClone7, but also export to FBX from CC3. It's not described well in the docs, and glossed over in the tutorials. 

For example, export to FBX from iClone7:
* What motion, if any, will be exported if "current frame" is selected, and a motion is included on frame 0?
* Why is "Universal T-Pose Editing" included within the "Export Range" box?! Why is it part of a "range" selection? What does it mean? Why is there a checkbox for it there, when there is ALSO a checkbox for "Embed Motion" accompanied with "Embed T-Pose for Unity" ?
* When "export range = current frame" and "embed motion" in the advanced settings is selected, does it embed all motion, or just the motion on the current frame? (I can't believe RL makes dialog boxes like this, did nobody on the UI team check for logic and consistency?)
* Does "embed motion" on advanced settings simply mean "Embed Starting Pose", and that happens regardless of export range?
* When is a condition where you wouldn't want to embed the TPose for Unity, but would want to embed other motions?
* Why is the FBX export from iClone7 so drastically limited compared to CC3? (not a top priority question)
* What other things are exported from iClone7? Spring states? Morphs? Visemes? I'm assuming morphs are exported, since "delete unused morphs" is present.
* Why is "bake" included in CC3's FBX export but not iClone7?

Here is a DETAILED analysis:

If I export my iClone7 project, which has an "idle stance" (no motion, just a pose, dragged from "Motion/00_Pose/0_Idle Pose", onto the model, and export it to FBX from iClone7, then drag the resultant folders into CC_Assets in Unity, the model shows up as a T-Pose, along with an associated Animator on the object, and when I press Play in Unity, the model immediately jumps to the Idle pose. THIS IS GOOD. It's what I want.
iClone7 FBX Export settings: Unity3D, current frame, Universal TPose Editing turned OFF, all advanced settings checked except Unreal Engine. Embed motion turned on, embed TPose for Unity.
Unity settings: "Auto processing" turned on for RL plugin. Model + files dragged into CC_Assets folder. Model shows up with Rig set to embedded avatar. Animation shows up with T-Pose and the Idle motion (except it's named wrong). Animation length is Start = 0, End = 2. All Root Transforms are set to "bake into pose". If I go to the model's animator, and put the Idle motion on it, and press play, it immediately goes to the idle pose. NO TRANSITIONING. That's what I want.


The other way (it's BROKEN):
 Export from iClone7 to MotionPlus. Export avatar from iClone7 to CC3. Load avatar in CC3. export to FBX + motion files. Import in Unity. Motion does NOT work right.

Step by step:
* put same idle pose onto frame 0 in iClone7. It shows up as many frames long. who cares.
* select frames 0-300, right click on Collect Clip and add to MotionPlus file. Since there are no facial morphs or facial animations (what is the damned difference?), just select "Motion". I'm assuming "bake constraint key" should be selected, but who knows what a "constraint key" is. Not me. I understand baking in starting rotation or Y or XZ offsets, but what is a constraint key?
* Note that even though I have a "motion" (idle pose) on my timeline's Motion track, if I go into "Edit with 3DXchange", the opened model doesn't have any motion on it. Is this a bug/oversight? Seems kind of important, RL.
* seemingly no way to export to an avatar file from iClone7. Am I missing something?
* press "edit in Character Creator"
* pose shows up as normal. Relaxed, hands by the sides. Good...
* CC3 export to FBX. Select Unity3D preset. FBX options = Mesh + Motion. Include Motion = Current Pose (what does "calibration" mean?), InstaLOD is selected, "remesher", "keep original avatar" (what's that mean?), number of LOD = 1. In advanced settings, Sync Root & Hip motion selected, Embed Motion T-Pose for Unity is checked on. Assuming iClone's motion is sent to CC3 as well as the mesh...
* PS: Why does it take a full 2 minutes to export a model? It's SO irritating.
* Import model into Unity into CC_Assets folder. imported animation files include "T-Pose" and "AvatarCurrentMotion", which - hey guess what - is 1 frame and blank. Does nothing. THIS IS A BUG, RL.
* Okay, go back to CC3 and export the FBX again, except this time, include the MotionPlus file for the 1-frame Idle pose that I exported from the collect clip track.
* Import the new FBX into Unity (delete the old one first).
* look at the animation import tab, you can see all the root transforms have the checkboxes for "bake into pose".
* press Play in Unity. Notice the model animates FROM the TPOSE to the Idle pose. something in the works has determined that the Idle animation needs to go from the tpose to the idle pose. I just want it to jump immediately to the Idle pose. this is necessary.
* In fact, the "Idle" animation has TONS of keyframes in it. It should really have only 1 keyframe in it. Also notable is that when several animations (MotionPlus) files are exported on the same FBX model, they all end up with the same start + end. THIS IS A BUG, RL. In any case, this exported animation is "all wrong".


There are no tutorials I see from RL showing how to "add" 1 or more animations to a mesh model, and consuming them correctly from Unity. I saw an example of using animations from Miximo, but not from exported animations from iClone7. I think it's just buggy.
This software isn't ready for prime time yet, I think.









wildstar
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for facial animations be included on the fbx you need to export as motion plux to 3dxchange. if you use direct export from iclone fbx the facial animation info already go on fbx file
about multiple motion clips( without meshs) to be used on unity its really a fail from reallusion its just dont works. the way i avoid that is organize all fbx with meshs on a folder with names to make easy to organize
so i just get the motion from fbx with a mesh to use in one character for multiple fbx files just chose in animator or timeline inside unity. 
BroncoBilli
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I'm using iClone7 to export a bunch of different animations to the same avatar in Unity. I need the avatar in Unity to do one of many animations. Not too novel, right? Unfortunately, I'm a bit of a novice when it comes to this FBX export/import/tpose stuff. I'm using iClone7 to put various animations on the avatar, and exporting them from the collect clip timeline to MotionPlus. When I export them, the model is in a TPose. On the bulk of the animations, all I want are the motion-capped facial features. I can't tell the difference if I'm supposed to export "Motion" or "Morph" or "Facial Animation". All three of these having no description or help or pop-up text is pretty lame on Reallusion's part. Somebody want to reply to this email and describe in detail what each of these checkboxes do? Yes, I read the online documentation and watched the tutorials. Still confused. What is "spring state" and why should I care? What's "visible" do? Only export visible... uh... yeah what is this keying off of? visible what? Meshes? Motion? What's invisible motion? This box is stupid, if you don't mind my saying so... However, one of the motion plus files I'm exporting is an "idle" motion. But the model in iclone7 is in Tpose. When I export it from iClone7 to an Motion+ file, then go into CC3 and export that motion to a motion-only FBX, then import THAT into Unity, when I apply the motion to my avatar, the animated avatar starts in Tpose, then goes into idle mode animation. How do I GET RID OF T-POSE?! Where do I start? Obviously I'm missing a flag, or export or import option at some point, because I don't understand Tpose and baking keys that well. A tutorial specifically for this scenario would be GREAT. Short of that and short on time, answers to these questions will do. I'll make the tutorial myself and send it back if I get it working...





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