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CC3 fbx custom pose as base pose unreal engine

Posted By harrism76 5 Years Ago
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harrism76
harrism76
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So i found a video on how to export CC3 character out in A pose using 0_OpenA.etc... Import with time 0 t0 in unreal with both animated or export time selected. The new autosetup i believe poses your character for you and generate animations from i motion. I'm using cc3.22 with ue4 25.1 what i'm trying to figure out is when i create a custom pose how do i make that my base default pose in ue4? I tried naming it 0_pose with t0 both animated and export time. I tried the same thing in blender export fbx as blender instead of unreal. Blender poses my character as i exported it but its under pose but when i click rest pose it snaps back to t pose. So blender is seeing its pose but ue4 doesn't see the pose. The reason for this i want the characters in different pose so depending on the situation ue4 will load a pose and animBP for it. Lets say i'm making a lady when she has shoes or sneakers i load the default flat foot pose. When i select highheels i want the highheels mesh loaded because the highheels have to match the feet. I can always duplicate the flat foot edit the bone rotate to 60 degrees on the ankles myself. But i think having the ability to make custom pose then import that pose in UE4 would be a benefit in the future, or should i just modify the pose in ue4?.
Also when i export fbx as unreal format and import it into blender the eyes, mouth, and teeth are all wierded out like it been dragged down a couple of units. i think maybe thats because imotion for body and imotionplus file formats for the face?
I've read Rampa threads but every pose i do it gets imported with A pose and the custom pose are animation sequence using the autosetup tool. Maybe its this way because of animation retargeting, having to be in A pose?
My character modifier system for in game cloth and armor, etc.... i can remove and assign skeletal meshes and such attached to the ue4 mesh but the highheels its that one style imported at import time.
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StyleMarshal
StyleMarshal
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I don't know if I understand you right , but why don't you just export as "current pose" , then its the main pose of the Character in UE4 ?


https://forum.reallusion.com/uploads/images/55279dcd-ece6-496b-85c6-ad02.jpg

https://forum.reallusion.com/uploads/images/657eeae6-f131-4273-82e8-90cd.jpg
harrism76
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I'm no expert at either tools, just going by examples given. I read that export current pose was for iavatar format for cc3 or iclone, seems it works for built in poses not custom pose, the pose is a custom pose unless there is a way to remove the shoes and maintain the pose. I can import the lady with heels on and probably change texture and material to make it look different. But yeah the pose with highheels imports but the custom pose of her standing on her toes does not. What options did you use to import into ue4? t0 as ref pose with animation time? i've tried many different settings but its seems custom poses does not work, maybe my ue4 project is broken, i'll generate a new one later. are you using the same version of software? Thanks for the reply
Resets the pose back
https://forum.reallusion.com/uploads/images/017fb153-1ef9-44cb-9edb-b0be.png


https://forum.reallusion.com/uploads/images/cbd81dfc-8420-465f-868c-b4da.png
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Miranda (RL)
Miranda (RL)
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Hi mike,

Not sure if I understand correctly.
If you want to custom pose, you can do it in CC, save it as pose content (*.rlMotion), export the pose files along with FBX, and send it to UE4 via Auto Setup.

Custom pose:
https://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/04_Introducing_the_User_Interface/Modify_Motion_Pose_Tab.htm

harrism76
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Hello, thanks for the reply, maybe i'm not using the tool as design not sure. I went back and watched neat dude and huntress examples. I guess the main purpose is to get the unreal A Pose and skeletal structure then it makes it easier to animation retarget the character with ue4 or marketplace, mixamo animations. I'm trying to get the character to pose by default standing on her toes, ue4 A pose but on her toes to apply high heels to.

I use both current pose and custom pose on export, and even tried renaming the custom file with 0_ for time zero i guess, like the 0_Open A ue4 format. Seems like the pose is being reset to the default A pose. What i'm trying to do is get a default pose in ue4 as the current pose in CC3. i'm using 4.25.1 ue

Neat dude and huntress
https://www.youtube.com/watch?v=hyfKQyXvTAc
https://www.youtube.com/watch?v=ZSBrR8L2lsA

https://forum.reallusion.com/uploads/images/1c9b89bd-3055-49b4-91fe-2fc8.png

https://forum.reallusion.com/uploads/images/5fa6b6d9-e5b0-4103-9e47-9bae.png

https://forum.reallusion.com/uploads/images/0d58bca6-e884-4246-8906-6e32.png

https://forum.reallusion.com/uploads/images/a5f0a367-6b7f-44cc-945a-9dba.png

https://forum.reallusion.com/uploads/images/3c31541d-d9a0-47d2-86b3-fd4d.png
No longer on her toes, default pose reset
https://forum.reallusion.com/uploads/images/309d151c-e21c-4aeb-bc7d-c08d.png
GIM
GIM
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Did you ever find a solution to this as I've been trying for a couple of months now and RL just keeps referring to the same brain dead YT vids that ONLY deals with default pose and anim retargeting. They don't get that we want the pose we show in CC3 and not a remapped reference pose.
4u2ges
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I do not know why you need that (have zero UE knowledge), but you can easily achieve that in CC.
There is no way to do in CC traditional way, as RL products have specific way applying shoes to character, which is quite understandable.

But you can bake feet pose for a specific shoes before exporting for UE and convert those shoes into regular cloth.

Try:
Export as FBX. Blender profile, Mesh only, A-pose, no texture embed.
Immediately import it back (Create>Cloth, Hair, Acc...). At the prompt select "Cloth" type for shoes and layer 10 or something.
Save those special shoes as Cloth > Other

Now the shoes properly fit and behave. However, if you take them out, character would stay in heels pose. I think that is what you want.
Again I am not sure if that would behave the same in UE, but worth to try.

Note1: If you put regular shoes on character, the a default pose would be restored. So you better not. You have to use those newly made shoes-cloth.

Note2: If you have problem with Z in UE, you'd have to do a full Custom to Bind pose bake cycle through Blender.
This is a bit more complex and requires resetting and baking Bind pose by tweaking the armature by Z and resetting the pivot.
Same goes if you need to bake any other Custom pose as Bind pose.









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