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Root motion rotation track is written in another bone's animation track

Posted By olyra2000 4 Years Ago
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Root motion rotation track is written in another bone's animation...

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olyra2000
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olyra2000
Posted 4 Years Ago
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Hello! Help please, I'm sure that there is already a solution to this problem.https://www.reallusion.com/FeedBackTracker/Issue/Iclone-curve-editor-to-CC3-then-unreal-engine-Root-motion-rotation-track-is-written-in-another-bone-s-animation-track
I have the same problem ... Has anyone managed to solve it and transfer the rotation of the pelvis to the root animation of the root? I have exactly the same problem as this mister, and I have not found a solution to it. How to export the animation correctly so that the rotation of the pelvis is recorded in the root? The move works, the root works correctly, but the rotation, after the animation has played, is reset to the original corner. Please help me figure out this problem!!!
olyra2000
olyra2000
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nobody knows?
adamwilliamwork
adamwilliamwork
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When I export FBX animations from iClone -> Unreal Engine, root bone rotation is lost. (Position changes are kept, but not rotation). 

I can't get any answer from support. The issue has been raised on very old threads going back to 2017, but I've never seen anyone solve this problem. 

Rotation of root bone is a basic requirement for game animations. There are four million guides to importing textures and other settings, yet this core function seems missing. 

If anybody has ever found a way to fix this, please let us know. 

(Adjusting "Align Actor Motion"/"Reset Motion" and related settings do nothing. The root rotation data is simply wiped somewhere during the packaging of the .fbx for Unreal.)
Joevolve
Joevolve
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First Time here lol, with every new Iclone or CC version update I keep searching the release notes hoping that our pain's have been taking into consideration, nothing, the idea of iclone was that it was meant to simplify animation process but it seems if you work with Unreal and decided to purchase reallusion animation pack or use iclone 8 in creating animation for Unreal you are at a serious disadvantage
3dtester
3dtester
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The only way i was able to kind of work around that issue is to sample the motion clip of the hip bone and remove / edit the keys.
In UE5 i also tried to fix this using a recorded take, by editing the keys in the sequencer. However, this is of course a PITA.
Also, if there is a root offset in the animation, there seems no way to remove that in iClone before export 🤔

EDIT: i rather meant the 'BoneRoot' not the hip bone.

https://forum.reallusion.com/uploads/images/5c7a7f0d-04f7-466c-aae0-4ac0.png








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