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UE5 & Reallusion - Tips & Tricks

Posted By StyleMarshal 4 Years Ago
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UE5 & Reallusion - Tips & Tricks

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marcusdriessen
marcusdriessen
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So the solution is one of the books. I watched the tutorial from Reallusion on Youtube again:)

- When the wrapping is done with Headshot V2, send your mesh to Zbrush or Blender and subdivide it around 4 times. 1 million polys is enough.
- Export it as an .obj and name it mymesh_HD for example.
- When exporting with the 'Export Head' function in CC, select the exported subdivided HD mesh as you high poly mesh for baking.

Problem solved:)
marcusdriessen
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SORRY for the double post:( and not sure why the post I replied to isn't attached to....

So the solution is one of the books. I watched the tutorial from Reallusion on Youtube again:)

- When the wrapping is done with Headshot V2, send your mesh to Zbrush or Blender and subdivide it around 4 times. 1 million polys is enough.
- Export it as an .obj and name it mymesh_HD for example.
- When exporting with the 'Export Head' function in CC, select the exported subdivided HD mesh as you high poly mesh for baking.

Problem solved:)
hoodtronik
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Thanks for the quick reply , Bassline! and the 5.3 plug-in.  And you're right. Something glitchy is happening with my iClone 8 installation when I export fbx animations.  All of them are exporting with just a t-pose. I hope the recent update didn't break anything. I'm hoping its just that particular project being corrupted. Which really sucks, but I can atleast find a workaround for it. So, with the the setup you and Toby figured out, I should be able to export the animation directly to the Metahuman character from the CC4 character? 
hoodtronik
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Okay after a few more tests, it seems the Unreal FBX export is broken in my iClone 8 installation. I have to use Maya FBX export or one of the other ones.  I think it may have been the recent update. I uninstalled and reinstalled iClone 8 and it is still there. 
StyleMarshal
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ilyas.nashid (1/19/2024)
Okay after a few more tests, it seems the Unreal FBX export is broken in my iClone 8 installation. I have to use Maya FBX export or one of the other ones.  I think it may have been the recent update. I uninstalled and reinstalled iClone 8 and it is still there. 


strange , works fine here ,  also be sure to add the fps you used in IClone (default is 60) in the UE5 fbx import advanced settings :

When importing deactivate import mesh and select the the CC4 skeleton you use to drive the Meta Human:

75% of original size (was 668x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/17495545-40a7-4243-8080-0c7c.jpg

P.S. or use Take Recorder with Timecode Sync to record the animation ...
hoodtronik
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Thanks! That was actually exactly my issue. I had the iClone FPS set to 30fps instead of 60. Lesson Learned! Thanks as always Bass!
marcusdriessen
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How bi-directional is the connection between iCLone and Unreal?

I was playing with the 'Look at' function in iClone hooked up to a custom MetaHuman in Unreal. All works great. But switching between UE en IC is quite a hassle.
So I was wondering....would it be possible to transfer the look at object to UE and control it from there, while sending data back to IC? 

If that not's possible I might try this route below (without IC), but it's a tedious process;)
https://www.youtube.com/watch?v=NZmQPSKf7YY

toystorylab
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I finally found time to play around with Rush Hour: 



This is all done in Unreal, but the characters were still animated with iClone...

Toystorylab on Vimeo : 75% of original size (was 668x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/ce44ea78-6984-47d8-9bf4-b783.png    Crassitudes (my "Alter Ego") on Youtube: 75% of original size (was 668x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/fcc4df30-b3a8-40a5-a427-0735.png

StyleMarshal
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toystorylab (1/20/2024)
I finally found time to play around with Rush Hour: 



This is all done in Unreal, but the characters were still animated with iClone...



Awesome Toy , it looks really cool 👍
StyleMarshal
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WoW , trailer mostly made by one person and he is a newbie in UE5 :



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