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Message
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Auroratrek
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Auroratrek
Posted 5 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 224,
Visits: 1.2K
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Drat, I was hoping somebody had a solution for this--I'm having the same problem with the eyes bouncing around when they're supposed to be "looking at" a fixed point. I had the character looking at a small sphere, and it worked fine in iClone while it was "looking at" the sphere, but no dice for exporting to FBX. Within iClone I tried flattening, baking, sampling, exporting to 3DX, etc. etc. and nothing seems to work. The only export method that seems to work is Alembic, but of course the file is over 20x the size. Like others, I got the Pipeline suite so I could get animated characters into other programs--in my case Cinema 4D. These past days I've been binge-testing/learning CC3/iClone and I found a lot to like. I got all the way to Cinema 4D and was just about to declare victory when I slammed into this Look At wall. Of all the problems I thought I'd be unable to solve, that's not the one I was worried about, this seems like it should be a basic function.
On my Youtube Channel: Quest of the Key: Chapter One
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StyleMarshal
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StyleMarshal
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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I am not sure if it is a RL or UE4 problem , what I know is that Epic fixed something in Sequence Recorder in UE4.26 ... have to wait for LL to test it.....
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JoeGideon
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JoeGideon
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 246,
Visits: 1.7K
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Thanks Bassline303! I am testing Live Link now and trying to find the optimal settings to get a smooth result with no skipped or doubled frames. FBX seems much more consistent and accurate than Live Link so far, and I hope that Reallusion will fix this bug quickly.
I would appreciate a tutorial on the "Aim Controller" in Unreal Engine! I look forward to it. Thanks again!
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StyleMarshal
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StyleMarshal
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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There are 2 ways to get around it (Unreal only) 1. Use Live Link 2. In UE4.26 you can use an "Aim Controller" , with the "Aim Controller" you can make the Character "look at cam" or "head to cam" or any other object or both (like in IClone) (Unreal only)
Will do a Tutorial "what to do" , when LL for UE4.26 is out.
:-)
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JoeGideon
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JoeGideon
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 246,
Visits: 1.7K
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I just posted a video showing the problem. In this example, the character is looking at a sphere that is made invisible (dummy) and tracks the movement of the sphere using the PICK A TARGET function. This animation was then saved to the library as a Motion Plus, and then added back to the same character that had the animation removed. You can see the eyes malfunction clearly here as they bounce up and down independently of each other. Also, as a side note, the ball was not bouncing at all, but merely key framed at one side and then the other. The character should only be looking from side to side. https://youtu.be/qb7qSiVD_Ek
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JoeGideon
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JoeGideon
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 246,
Visits: 1.7K
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Yes - Here are the settings. This eye problem happens both when making a Motion Plus and exporting the animation to FBX. It happens both with LOOK AT CAMERA and PICK TARGET. 75% of original size (was 675x19) - Click to enlarge
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animagic
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animagic
Posted 5 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 15.8K,
Visits: 31.3K
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When you do your Collect Clip for Motion Plus, do you have "Bake Constraint Key" checked? If you do and it doesn't work then it is indeed a bug. Here is the relevant manual page: https://manual.reallusion.com/iClone_7/ENU/Content/iClone_7/Pro_7.4/09_MotionPlus/Body_Motions_Constraint_Keys.htm.
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JoeGideon
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JoeGideon
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 246,
Visits: 1.7K
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I have no idea what you're talking about, and suspect that you posted to the wrong thread. If I'm wrong, could you please clarify? I am reporting a BUG that if you animate a character using the PICK A TARGET, or LOOK AT CAMERA function, the animation looks correct in iClone, but when saved to a Motion Plus (or exported as an FBX), the eyes badly malfunction.
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r78zj99
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r78zj99
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 122,
Visits: 203
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hi all, great video as well
I am not 100% sure but I did a small test myself
and realise where you maybe going wrong
you have to save two motions than just one!
I am going save as project test to see what happens
here are my steps below
1.set up your scene
2. save project file
3. click new button
4. load up the project file again
here's what's in my scene this is the cameras view point 1. project, 2. switcher, 3.camera transform
the cc3 view point is 1.cc3, 2.collect clip, 3.tranform, 4. motion
it's works the same way as before even when switching from cc3 to camera
moving the slider
to see recorded motions
1. pan to pan 2. zoom to zoom 3. tilting
if following a path, yes they all worked
maybe, I am missing something here as well.
from Alan
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JoeGideon
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JoeGideon
Posted 5 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 246,
Visits: 1.7K
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I wrote to one of the Reallusion staff who gives tutorials and explained the bug - here was his response: 'Unfortunately you can't use the Look At Camera function when baking the animations, because the data will conflict with any new cameras you have in your scene. What you can do is have your character look at an object instead of a camera and that should fix it." So I tried his solution - I set up an animated character in iClone and added a sphere, reduced the sphere down small, positioned the small sphere in front of the character. I made the sphere into a dummy object. I used the PICK TARGET function so that the character looks at the dummy sphere object. When I ran the animation in iClone, everything looked correct, smooth animation and eye movement (eyes and head focused on the invisible sphere). HOWEVER - when I did a collect clip and added the animation to the library as a motion plus, deleted the original animation and added the saved motion plus to the character, I got the "crazy eyes" result (eyeballs shaking and looking in wrong directions). Clearly his solution doesn't work, unless I am missing a step here.
Not sure why there is a white background on this post - sorry
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