Eric C (RL)
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Eric C (RL)
Posted 4 Years Ago
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Group: Administrators
Last Active: 1 hour ago
Posts: 552,
Visits: 5.9K
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3DXchange 7.7 patch A total of four reported issues have been fixed:- 3DXchange Fixed: Modify > Animation > Perform Editor > Delete All button blocked off by the UI layout. (#FT6205)
- 3DXchange Fixed: crashes while importing FBX files from Rokoko Studio. (#FT6697)
- Mixamo Fixed: Application crashes with the import of certain FBX files from Mixamo. (#FT6417)
- Mixamo Fixed: Some Mixamo characters auto-converted to non-standard characters do no assume the proper pose when the T-Pose file is loaded (different from what is shown in the tutorial).(#FT6761, partially fixed, and we made a post below to explain the scenarios that you will meet when animating converted Mixamo characters.
Some Mixamo characters auto-converted to non-standard characters do no assume the proper pose when the T-Pose file is loaded (different from what is shown in the tutorial).
Thanks!
Edited
4 Years Ago by
Eric C (RL)
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Eric C (RL)
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Eric C (RL)
Posted 4 Years Ago
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Group: Administrators
Last Active: 1 hour ago
Posts: 552,
Visits: 5.9K
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3DXchange - 3 Conversion Cases for Bringing in Mixamo Characters:
With the latest fixes in 3DXchange, we have made importing Mixamo characters to iClone work again.
Since Mixamo characters are designed with several different bone structures, it's rather hard to auto convert them to iClone "non-standard character" .
Here are 3 methods helping you get most Mixamo characters to iClone :
- A. Fully Automatic
- Being able to load FBX and activate “Auto-convert”, and you will get the correct T-pose results after conversion.
- Workflow: Refer to our previous (IC6.5) tutorial video:
*In this case, we are using the same bone name, same bone mapping and T-pose in the profile. So the 3DXchange can run the characterization with reasonable compatibility.
- B. Requires Loading an Extra T-Pose
- Being able to load FBX and activate “Auto-convert” , but getting strange conversion result. (eg: characters turned to weird poses), and need to load an extra T-pose file.
- Workflow : Refer to our previous (IC6.5) tutorial video:
- In 3DX 7.7, we have updated the "Maya HIK_Mixamo01.3dxProfile" , and we added "Maya HIK_Mixamo02.3dxProfile". These two 3dxProfile files are used for different characters. When loading Mixamo01.3dxProfile, the foot toe will point upward as in the samples below. Please use Mixamo02.3dxProfile.
- Cause: You can share the same bone mapping file with the same bone name, but you will need a different T-pose to fix the toe facing issue.
- C. Manual Characterization
- Unable to launch Auto-Convert, and need to run Characterize manually with profile prepared by Reallusion.
- Workflow: Refer to our previous (IC6.5) tutorial video:
- Cause: Bone names are different from case A or B. (characters has its own unique number on its individual bone name, such as: Mixamorig01_Hips)
Edited
4 Years Ago by
Exchanger
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toppro77
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toppro77
Posted 4 Years Ago
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Group: Forum Members
Last Active: 8 Months Ago
Posts: 70,
Visits: 241
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How come when we import a prop into 3dxchange 7, all animations are deleted and no perform animations show in 3Dxchange 7? What is the purpose of having the ability to take a prop into 3dxchange and not be able to delete unwanted perform animations or modify them in some way? How else are we supposed to be able to delete perform animations now? This program seems like a total waste of money unless you are a creator who needs this program to import and export props to and from other programs in order to create something for Iclone. It is way overpriced if that is all we are able to do with this thing.
Edited
4 Years Ago by
toppro77
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