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Time in Unreal Sequence Shorter Then iClone

Posted By Power Ten Productions 5 Years Ago
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cloud.ninja
cloud.ninja
Posted 4 Years Ago
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Hi - is there any update or more details on how to resolve this issue? I've turned off my frame rate as per KungPhu suggestion but I am still having a lag between the mouth movement once it's recorded in sequencer vs. the actually audio.

I'm using UE4 ver. 4.26 and iC7 on a PC.

appreciation in advance,
cn.
Power Ten Productions
Power Ten Productions
Posted 5 Years Ago
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Realize now I posted this in the wrong thread, but has anyone had time issues when importing an FBX with "Fixed Frames" unchecked. Are there any additional things that need to be checked or unchecked in the import window?
nealtucker
nealtucker
Posted 5 Years Ago
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Ah, got, another one ticked off the list....If only I can remember them all LOL
N. 

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StyleMarshal
StyleMarshal
Posted 5 Years Ago
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Yeah , it is confusing , but what is easy in UE4? :P
- Use "fixed frames" for animation like walks or runs or dancing , so you get no feet sliding.
- Untick "fixed frames" for accurate sync , like for speech or singing. (sitting newsreader, standing conversation)

If you have a talking Character running up that hill , I would prefer Animation FBX import ;-)
nealtucker
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I'm a bit confused having followed some videos.
I have been testing the take recorder for recording the animation, So...should we have fixed fraim Un-ticked for now?
N.

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StyleMarshal
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Did you record your animation in UE4 ?  You will never find the right start to record because you do it by hand , mostly it is a bit later. You have to sync the right starting point in AE/Premiere or what every you are using.
And what animagic said is right too , use 60/30fps for both renders.

Or do your animations have different speed in IC and UE4? When fixed frames is off they should have the same speed.
animagic
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Disclaimer: I am no Unreal expert...:unsure:

However, what I'm wondering is if there is a difference in interpolation between Unreal and iClone to generate 24 fps.

iClone's internal fps is 60 and I don't know how it gets to 24, but some sort of compromise is necessary because you can't divide 60 by an integer to get at 24. Unreal may use a different method from iClone, hence the drift.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg

cinemyscope
cinemyscope
Posted 5 Years Ago
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Hi Eric,
I tried your suggestion but my issue isn't lip sync my issue is compositing.  Reallusion spent a lot of effort to create beautiful looking skin shaders and CC characters are looking great.  Unfortunately when sending them with Live Link to UE they loose some of this greatness. Even with an HQ setting. At the same time I dislike the way iClone renders DoF and UE is also more suited for building environments.  The logical solution to me is to composite iC faces with UE renders but for that I do need the two renders to be frame accurate.  Any fix for this would be greatly appreciated!
The image shows the drift.  Note Fixed frame was off, so there is no difference in frames in the timeline but there is still slippage inside the render when there is motion.
https://forum.reallusion.com/uploads/images/33aa8d5b-655f-4d69-aa49-b842.jpg
Power Ten Productions
Power Ten Productions
Posted 5 Years Ago
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Further want to note that in the updated tutorial "Reduce Keys" is not checked either. This with the Fixed Frame Rate not being checked are different then the tutorial on YouTube. Was still having some issues and say this in Eric's video that fixed everything.
kungphu
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Ha! I wish. The deadlines are strict for these competitions. Been on a recent bad steak, usually we win soemthing but I’m almost certain we got shut out of awards this go round! I’ll find out tonight.

My "NEWEST" Latest:)  Movie Made With Amaaaazing iClone


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