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Live Link Check, MD Cloth and Alembic Trouble

Posted By krant 3 Years Ago
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krant
krant
Posted 3 Years Ago
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I've had success with Unreal live link but now I would like to import the Alembic cache animation from MD to Unreal. I had previously imported the MD Alembic cache into IClone. This works in IClone but I'm sure many of you have discovered, will not transfer over to Unreal via livelink. Ok with this established, I am now bringing in an FBX and an Alembic version into Unreal to play the cloth animation separately from Livelink. From this video,  https://www.youtube.com/watch?v=b_FvqQyyYFk, it seems to work but there is a catch. What I mean by work is getting the correct textures onto the Alembic file once it is in Unreal. This guy clearly is texturing in Maya not MD and it's extremely simple but the export settings from Maya seem to be the key to this equation, particularly these settings for the Alembic export. (Photo below)
https://forum.reallusion.com/uploads/images/e14177c4-0cc3-4582-b728-9e42.jpg

Currently, I only have one texture slot for my Alembic file because from my understanding alembic does not store material information but this important export option from Maya to Unreal is important. I have tried without going through 
I believe there are a few of you who have established some sort of method/work around for this pipeline. I would love to hear how you are addressing this. 
Just to recap,
I would like to use character creator/Iclone for the character in Unreal.
I would like to simulated garments with MD and bring those into Unreal. 

1. Is LiveLink the best Idea for this? I kind of feel like it's overkill since I am not trying to do link live acting or anything. I just want to play the animation and have the CC3 Character materials render as best as they possibly can in Unreal.
2. Is Alembic the way I should be getting this into Unreal? If so, how in the world are you handling materials? 



StyleMarshal
StyleMarshal
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Here on this page is a tutorial about my workflow :

https://forum.reallusion.com/419325/Tips-Tricks-for-Unreal-Engine-4?PageIndex=315
shmedia
shmedia
Posted 3 Years Ago
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Hi I found I-cone physics on cloth comes over ok in live link, but took a couple of tries before it animated exactly the same. You apply the alembic cloth I-clone it might export with Live Link, but probably not. I tried to export an cloth from iclone as alembic and import it into Ue4 as an Alembic cache to apply to to the live linked character. Could not get the items to line up properly. I ended up exporting both the cloth and character as alembic from iclone and importing it as a cache into Ue4 without live link. As you said the issue can be texturing the alembic file all over again. Usually they say to export the file as an FBX single frame first to get the textures and then just apply them in UE4 for the naming is off and alot of hunt and guess for which slot to put them in. Also found that some materials with transparency didn't show up as transparent and had to play with mask and other things in Ue4. It helped to convert materials to png and build in fbx.
krant
krant
Posted 3 Years Ago
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I ended up  Unreal's framerate in project settings, exporting the fbx out of IClone as 30fps from IClone. The clothes I am still using Alembic but what I am doing is simulating with that same 30fps character from IClone with the scene warp set to 2.  I export out the alembic at 30fps from MD. When I bring the alembic into Unreal, the playback speed on the alembic I set to the scene warp number from MD, which is 2.This is how I managed to align the framerate between the fbx and alembic.

I've had a couple of textures not transfer correctly with the fbx character from IClone, but I figured out that I was not saving the fbx character in it's own folder. I still have to adjust the eyebrows in Unreal but for most of the texture problems I previously had were fixed. 
StyleMarshal
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glTF will be the solution , coming in the next MD update , did some beta tests and it works great ... mesh (cloth) , cache , textures , shaders ...all is coming in (UE4) without any additional work.


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3 Years Ago by Bassline303



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