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Export from CC3 to UE4, guide, please?

Posted By mybadstudios 4 Years Ago
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mybadstudios
mybadstudios
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Hi. 

After building my perfect character I exported her and then just wen "What the heck?". Exporting via the Maya preset (for example) works just fine but the bone names for every single bone needs to be manually retargetted in UE4. This character's bones remap just fine but.... look at it! I thought maybe I did something to break my character so I started a new project in CC3 and exported that character without any modification, again using the UE4 preset. Same thing. Just to rule out UE4 as the one breaking things I opened the mesh in blender and, yup, the bones are whack.

Example: Left and right side of the body face the opposite direction (one to the front the other to the rear) of the character; arms have nodes hanging in the middle of nowhere under the arm bones, each knee has 3 bones (?)  where 2 of the three knee bones point forward on one leg and the other two bones point backwards on the other one etc... what am I doing wrong? How do I get this to export properly for UE4?

https://forum.reallusion.com/uploads/images/ec0b1d52-a76c-47b9-a1ee-29a4.jpghttps://forum.reallusion.com/uploads/images/4caaf495-e325-4821-8082-61ee.jpg
c68
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Install the Auto Setup Plugin --> https://www.reallusion.com/character-creator/unreal-engine-auto-setup.html
(Without the plugin your materials will look not good in the engine!!!)

CC3:
Apply the "UE4 Open A" pose from the CC3 content tab before you export (its very important to use this pose on export, otherwise retargeting will become a nightmare)
File -> Export -> FBX (Clothed Character)
Use this settings:



Import into UE:
If you installed the PlugIn you will see this popup:

(HQ takes most render cost, Standard Shaders are standard UE4 shaders for fast performance)

I use this import settings:

Its important to use the UE4 Mannequin skeleton, so retargetting animations will be painless!
Dont forget to check the "T0 As Ref Pose" checkbox! That makes sure the engine takes the first frame in the exported animation (we exported the UE4 Open A pose earlier...) as its neutral pose.


Make sure you have the skeleton in your content! If not get it from one of the templates, like the "Third Person Template".

Thats how it works pretty good for me. Hope this helps!

Have Fun! :)



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