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toystorylab
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toystorylab
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 4.6K,
Visits: 29.9K
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As Unreal Live Link does not transfer my subprops but a so called "iProp" does work, how do I make such a thing??
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube: 
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4u2ges
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4u2ges
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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Aha! So you are going to animate using bones after all. :) iProps are props animated with bones with animation recorded to Perform action. A drawback is, that Perform action in IC7 is broken: https://www.reallusion.com/FeedBackTracker/Issue/Adding-to-Perform-creates-12-16-static-frames-at-the-beginning-of-the-clip/1/PerformBut you may just create clips and apply them where you want it. Rotation works just fine but you have to rotate Gizmo manually - cannot write the value. That is all true for a single prop - which is what you need?
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toystorylab
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toystorylab
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 4.6K,
Visits: 29.9K
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Well, this would be in case I don't find an "Unreal-internal" solution for the cars. BUT, working with Gizmo without "write value" is NO option... :pinch: There are probably other things I will need where this approach works, but for the cars I don't really see how it could work properly, without "hick-up"...
@RL We really need a "write value" option in "Edit Animation Layer" to raise the bar... I have no clue about programming but is it really so difficult/too much to "change/implement"/... to get that working?
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube: 
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4u2ges
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4u2ges
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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You may convert your car to non-human and animate bone rotations with values in Curve Editor Actually you do not even have to convert. I tested this car and it works as is - a prop.
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toystorylab
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toystorylab
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 4.6K,
Visits: 29.9K
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Oops, never thought about this approach. :crazy:Will try that out immediately! (hope I do the 3DXChange process correct :blush:)Will see what happens... Thanx :P
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube: 
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toystorylab
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toystorylab
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 4.6K,
Visits: 29.9K
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Done that, not sure how to start in Curve Editor... Or do I have to start with Edit Animation Layer to have a "start animation" at all to work with?
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube: 
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4u2ges
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4u2ges
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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toystorylab
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toystorylab
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 4.6K,
Visits: 29.9K
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Got it... Surely needs a bit practice, but it works! If it works with Live Link, that's definitely a usable approach... :kiss:
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube: 
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toystorylab
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toystorylab
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 4.6K,
Visits: 29.9K
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Hm, can't you copy keys in Curve Editor??
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube: 
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4u2ges
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4u2ges
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 5.3K,
Visits: 16.8K
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You have to add a key first. Either on a timeline or in Curve Editor and then just copy/paste values. But the clip must be there already before you can manipulate keyframes in Curve Editor So create a clip be entering a key at the last frame on a timeline (you may delete that key afterward). And now you may manipulate keys (add/remove) in Curve Editor only.
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