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Unity: Exporting animations, and Tpose

Posted By BroncoBilli 6 Years Ago
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BroncoBilli
BroncoBilli
Posted 6 Years Ago
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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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