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UE5 & Reallusion - Tips & Tricks

Posted By Bassline303 3 Years Ago
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cloud.ninja
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How to export Acculips visemes only into Unreal 5 targeting ONLY the face?

Does anyone have any experience with just bringing visemes from iClone to Unreal 5 so that just the face animates and not the body in the UE sequencer? The challenge I'm having is I'm importing visemes from iClone into UE5 as FBX, targeting my characters skeleton in the UE5 import BUT when I have the viseme animation work in Unreal via sequencer - there is a conflict between this imported viseme fbx that is putting the body in an A-Pose and the motion FBX I want to use e.g. walking...so what happens is the character is 1/2 in the A-Pose while walking πŸ˜•  instead of walking (using the fbx walking motion) and talking/mouth movement/facial expressions (using the viseme fbx). Is there a way to import the Acculips viseme into UE5 so that only the skeleton of the face gets targeted in UE and can be used in UE sequencer?

with appreciation,
.cn
Bassline303
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cloud.ninja (7/31/2022)
How to export Acculips visemes only into Unreal 5 targeting ONLY the face?

Does anyone have any experience with just bringing visemes from iClone to Unreal 5 so that just the face animates and not the body in the UE sequencer? The challenge I'm having is I'm importing visemes from iClone into UE5 as FBX, targeting my characters skeleton in the UE5 import BUT when I have the viseme animation work in Unreal via sequencer - there is a conflict between this imported viseme fbx that is putting the body in an A-Pose and the motion FBX I want to use e.g. walking...so what happens is the character is 1/2 in the A-Pose while walking πŸ˜•  instead of walking (using the fbx walking motion) and talking/mouth movement/facial expressions (using the viseme fbx). Is there a way to import the Acculips viseme into UE5 so that only the skeleton of the face gets targeted in UE and can be used in UE sequencer?

with appreciation,
.cn


No , that is why a Meta Human has a body and a head mesh/skeleton.
There could be a dirty way with baking to FK RIG and copying keyframes but the easiest way is to import the animation from UE to IClone , do the final animations for body and face and export the motion back to the UE Character.
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2 Years Ago by Bassline303
cloud.ninja
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Ty for the quick reply, confirming it's not possible to separate (unless using MH) and the preferred/easier workflow. Much appreciated. BigGrin
Bassline303
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Photos To Meta Human :


Bassline303
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toystorylab
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Oh, that's cool and quite easy to do if needed...
Thanx Satisfied

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Garry_Seven_of_one
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Bassline303 (8/4/2022)





Is there my advantage to doing this way as opposed to using Maya to smooth as before? I’d rather avoid Blender if possible.

Just wondering?

Thanks

Garry, Clearstream, Seven_of_one
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rosuckmedia
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Bassline303 (8/4/2022)



Hi Bassline,
Very Cool, will try it tomorrow. πŸ‘πŸ‘
Greetings Robert

JoeGideon
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Bassline303 (8/4/2022)



Thank you Stylemarshal! This is fantastic!

rosuckmedia
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Smooth Character.
Could not wait, it worked very well.
The calculation in Blendert takes a little long.
Importing into UE5 also takes a bit.
Greetings Robert.πŸ˜€
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