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Time in Unreal Sequence Shorter Then iClone

Posted By Power Ten Productions Last Year
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Power Ten Productions
Power Ten Productions
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Has anyone had issues with the sequence time in Unreal being shorter then it is in the iClone animation? I've checked frame rates and tried even delaying for a few seconds before sending animation over. Would it be an adjustment of sample rate that would do this? I've matched everything to the tutorial videos by Reallusion.
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kungphu
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I’ve been frustrated with this SINCE DECEMBER!!!!! I finally figured out what the problem is. DO NOT follow the Reallusion tutorials when they tell you to select fixed frame rate in your project settings. As long as you don’t choose fixes frames, everything magically matches up. Lip sync was virtually impossible due to how fast it would copy into sequencer. I tried everything for months and luckily stumbled on this when I forgot to select fixed frame rate per the Reallusion tutorial and it was finally timed perfectly with audio and the frames in my iclone project matched the frames in the sequencer.

My "NEWEST" LatestSmile  Movie Made With Amaaaazing iClone


—> High Noon”ish” in Narrow Valley<—



Bassline303
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Aha , you got it -  Good to know :-)
kungphu
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Bassline303 (5/21/2020)
Aha , you got it -  Good to know :-)




Yeah, finally! It was about to pull all my hair out. Ironically I discovered it by accident when I didn’t follow the steps from the tutorial. Go figure!

My "NEWEST" LatestSmile  Movie Made With Amaaaazing iClone


—> High Noon”ish” in Narrow Valley<—



rosuckmedia
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@kungphu
Thank you for the informationSmile
Best regards rosuckmedia
kungphu
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NP! I was going insane with this since last year. Soooooo much easier now.

My "NEWEST" LatestSmile  Movie Made With Amaaaazing iClone


—> High Noon”ish” in Narrow Valley<—



Power Ten Productions
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Thank you for saving us all hours and glad to see others were having the same problem and therefore this thread is of value to the entire community and not just myself.
Eric C (RL)
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Hi everyone,

Really appreciate your feedback on the fix frame rate issue, and we see many of you are having big trouble on doing lip sync while the time is not matching.
And I also see you sharing tips, or the comments about our tutorials. We've collected them and forwarded to our team already.
Hopefully by next Monday, we can provide our feedback on this issue. So stay tuned and we will reply soon!
Thanks a lot!

Eric
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Eric C (RL)
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Hi everyone,

Sorry for the late!! After having spoken with the tech department, we would like to explain the reason for activating the Fixed Frame Rate option in the instruction video below.  In addition, we would like to receive your thoughts and feedback.

In our tutorial video, we enabled the Fixed Frame Rate option in order to prevent the feet from sliding around.  In the following video, you can see the difference between having Fixed Frame Rate activated and deactivated.


  
We know that not having Fixed Frame Rate activated, can cause frame slippage between iClone and Unreal Engine, and it is mainly caused by a limitation in the Unreal system. By now, we recommend the following fixes:

1. Disable the Fixed Frame Rate option, but make sure the character is resting in matching positions, otherwise foot sliding can occur.
2. Export the character FBX to Unreal in order to ensure that the original animation length is preserved.

Cheers,

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Bassline303
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Oh , thats interesting , good to know , thx Eric !



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