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MiddleEnd
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MiddleEnd
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 24,
Visits: 896
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Is it possible to export breast spring effect to UE4? I've tried both exporting directly from iClone to FBX or saving the spring settings to iMotion file (using Collect Clip) and using that in CC3 export. Neither of these approaches seem to work. I don't mind if the spring effect is baked into the animation. Is that an option?
I suppose another option is to do the physics simulation in UE manually. I've gotten some results by experimenting with the physics asset, but I'd rather have an automated process for this.
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MiddleEnd
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MiddleEnd
Posted 6 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 24,
Visits: 896
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All this seems to work when using Unreal Livelink trial. That would indicate it could be somehow possible to bake the spring effect into the animation when exporting as FBX. Am I right?
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3dtester
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3dtester
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 999,
Visits: 2.2K
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I can't this get to work either. You can't bake the spring effects, they are applied on-the-fly, different from the regular physics. The export of spring motion to .fbx only works for me with non-standard (not CC3) and non-human characters and custom spring bones. But with a CC3 character, no matter which method the motions are exported with, the spring effects are not there. Can anyone else confirm this?
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StyleMarshal
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StyleMarshal
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 5.8K,
Visits: 14.3K
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Good question.
With Live-Link the spring efx is working in UE because it is a bone system and when Live-Link is active IClone has the control over the Skeleton and all involved bones , but I can't figure out how to record the springs.
When I export the animation as FBX to C4d it exports the spring efx (animated bones) too.
So IC7 is exporting the springs but UE4 doesn't import/recognize it.
Now I am searching for the reason. :-)
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StyleMarshal
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StyleMarshal
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 5.8K,
Visits: 14.3K
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When you export as Maya FBX and import it to Unreal , it works,,,
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Rampa
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 8.2K,
Visits: 62.6K
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You can mix-n-match the export presets and the settings. Select you C4D preset. Click on the settings button at the top of the export panel, and choose the option to export a A-pose for UE4. Then you'll have a better idea if it is UE4 stripping it out, or the spring not exporting for the UE4 preset. Also make sure that you have the setting checked in the iclone animation menu before recording your motion.
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Rampa
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 8.2K,
Visits: 62.6K
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Forgot this:
Export your motion as MotionPlus when you use Collect Clip. It will give you additional options, including spring and morph.
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StyleMarshal
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StyleMarshal
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 5.8K,
Visits: 14.3K
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Thx Rampa , looks like the Unreal FBX export does strip it out because of converting the CC3 Skeleton to a Mannequin Skeleton.
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TonyDPrime
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TonyDPrime
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 3.4K,
Visits: 12.4K
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So this 'spring' is specific to a motion animation itself right? But a CC3, inside UE4 assigned to a Blueprint skeleton, would not have the bones/capsules for the spring, say with the 3rd Person Game mode character, right?
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oisilener1982
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oisilener1982
Posted 6 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
Posts: 190,
Visits: 1.4K
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Just wondering why cant you just use LivelInk?
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