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Message
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marcusdriessen
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marcusdriessen
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 9,
Visits: 112
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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:)
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marcusdriessen
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marcusdriessen
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 9,
Visits: 112
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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:)
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hoodtronik
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hoodtronik
Posted Last Year
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 46,
Visits: 297
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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?
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hoodtronik
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hoodtronik
Posted Last Year
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 46,
Visits: 297
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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.
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StyleMarshal
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StyleMarshal
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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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 enlarge P.S. or use Take Recorder with Timecode Sync to record the animation ...
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hoodtronik
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hoodtronik
Posted Last Year
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 46,
Visits: 297
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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!
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marcusdriessen
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marcusdriessen
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 9,
Visits: 112
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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
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toystorylab
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toystorylab
Posted Last Year
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Group: Forum Members
Last Active: 2 days ago
Posts: 4.6K,
Visits: 29.9K
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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 enlarge Crassitudes (my "Alter Ego") on Youtube: 75% of original size (was 668x19) - Click to enlarge
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StyleMarshal
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StyleMarshal
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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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 👍
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StyleMarshal
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StyleMarshal
Posted Last Year
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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WoW , trailer mostly made by one person and he is a newbie in UE5 :
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