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Eye Problems (Look At Camera, Pick Target) When Making A Motion Plus

Posted By JoeGideon 5 Years Ago
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Eye Problems (Look At Camera, Pick Target) When Making A Motion Plus

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cly3d
cly3d
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This is not fixed yet - even in the latest iClone version.
I believe it's been an ongoing issue since 2017?(!)
Peter (RL)
Peter (RL)
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JoeGideon (1/5/2021)
The holidays are over it's a New Year and I hope that someone from Reallusion will address this problem. Exporting the animation correctly to FBX is extremely important. I have reported this problem here, to customer support and to the Feedback Tracker and I am still waiting for someone to fix this bug.


Hi...

Thank you for the feedback. If you have reported the issue in the Feedback Tracker it will be looked at by the iClone team. You will then get a status update once the issue has been fully investigated.

                                                                

Peter
Forum Administrator

www.reallusion.com


JoeGideon
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The holidays are over it's a New Year and I hope that someone from Reallusion will address this problem. Exporting the animation correctly to FBX is extremely important. I have reported this problem here, to customer support and to the Feedback Tracker and I am still waiting for someone to fix this bug. 

Again, here is a link to my YouTube video demonstrating the eye malfunction when doing an FBX export from iClone:

https://www.youtube.com/watch?v=qb7qSiVD_Ek

75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/d3016950-2db3-4c51-ac3b-8775.png

AutoDidact
AutoDidact
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@Tim  your C4D based workaround for the "Look at" export failure.
is a perfect example of why I prefer a full 3DCC application
over Game engines as external  rendering environments for Iclone
animated figures.
As much as I love Iclone for animating people,we have to acknowledge its (often severe) Limitations in many areas.
Such as no curve editor support for facial phonemes.😒
However Blenders ,far superior, curve editor can access My CC3 Avatars facial animation keys for further editing in Blender if so desired.
Just one example of how Iclone's  limitations can be easily overcome after FBX Character export into a pro level 3DCC Like Maya,Blender or Maxon C4D.
WHile there are some really useful paid Character animation plugins for Unity such Umotion pro &final IK.
and others for UE4
Game engines are essentially realtime playback environments
with  comparitively very limited native tools to overcome any major problem with and already animated imported Character.



RAG DOLL COLLISION ANIMATIONS FOR ICLONE 8 & 7
---------------------------------------------------------------------------------------------------------------------
Ghost Origins
My latest Feature length film created with Iclone.
75% of original size (was 674x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/adf9b210-df59-4cb6-aa1b-9de5.jpg
My Sci- Fi Graphic Novel on Amazon: https://a.co/d/9k3cwoY


JoeGideon
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I'm trying to work around the eye bug by using Live Link and recording the animation in Unreal Engine. It does solve the eye problem, but the animation isn't nearly as smooth in Live Link as in FBX. I hope that Reallusion fixes this eye bug quickly, considering that their next release is supposed to work as a pipeline to Marvelous Designer and Unreal Engine. In addition, it's horrible that I can't save my animation in iClone as a Motion Plus without the crazy eye bug. 
Auroratrek
Auroratrek
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Auroratrek (12/23/2020)
Bassline303 (12/22/2020)
I am a C4d user too and I am having the same problem with the eyes when exporting via FBX.
The only workaround right now is to do the "look at"  with constrains in C4D.


Hi Bassline, could you describe how you use constraints in C4D for "look at"? I've been trying, but the axes of the eyes seem all wonky and backwards.


Acutally, I figured out a relatively simple solution in C4D: I used Group Object on each eye null inside the bone hierarchy and used Enable Axis to swing the Z axis around to point forward, and put a Target tag on each of the new nulls. Seems to work pretty well.

On my Youtube Channel: Quest of the Key: Chapter One
Auroratrek
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Bassline303 (12/22/2020)
I am a C4d user too and I am having the same problem with the eyes when exporting via FBX.
The only workaround right now is to do the "look at"  with constrains in C4D.


Hi Bassline, could you describe how you use constraints in C4D for "look at"? I've been trying, but the axes of the eyes seem all wonky and backwards.

On my Youtube Channel: Quest of the Key: Chapter One
Auroratrek
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Voted! I'm actually pretty new to using iClone--I've been looking into it for a long time, but have only recently really sat down to bang out a workflow, and I was very excited by how far I got, but now very disappointed that iClone stumbed right at the finish line on something so simple, but necessary.

On my Youtube Channel: Quest of the Key: Chapter One
JoeGideon
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Hi Auroratrek
Please go to the link below  and vote for this issue. If we work together, we can get Reallusion to address this serious BUG:
https://www.reallusion.com/FeedBackTracker/Issue/Eyes-Shake-and-Look-in-Wrong-Directions-When-Animation-Exported-To-FBX

If you know any other Reallusion users, please call their attention to this BUG and encourage them to vote also, thanks!
StyleMarshal
StyleMarshal
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I am a C4d user too and I am having the same problem with the eyes when exporting via FBX.
The only workaround right now is to do the "look at"  with constrains in C4D.

Also in UE4 I am testing to do it in UE4 itself , with aiming.



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