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Unable to match Alembic Cloth on Live Link character in UE

Posted By rep.of.banana 3 Years Ago
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Unable to match Alembic Cloth on Live Link character in UE

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rep.of.banana
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rep.of.banana
Posted 3 Years Ago
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https://forum.reallusion.com/uploads/images/2430556f-190a-4baa-897a-4d26.gifHi, 
Hi, I have a question.

My problem :
  • The left is Alembic character, the right is Live link character
  • Alembic character is used to simulate animation in Marvelous Designer
  • They both should match, but not
  • It might be frame rate or mesh calculation issue

My workflow :
  • Character Creator > iClone  > Marvelous Designer > UE4
    • Cloth : 
      • export iClone character in Alembic(OGAWA)
      • import to Marvelous, simulate for animation, export in Alembic
      • import to UE4
    • Character : 
      • Import to UE4 by Live link
      • Convert to a sequence by Take Recorder
      • My setting: 
        • Take Recorder : 60FPS
        • fixed rate: OFF
        • iClone : by Realtime
        • *those are different from tutorial but what I found in this forum
My question : 
  • Is Live Link not a proper way to match with simulated data created by other software ?
  • What is the best solution ? export character mesh in FBX or Alembic ?
  • In that case, do I have to manually make material in UE ?

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3 Years Ago by rep.of.banana
StyleMarshal
StyleMarshal
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Via Live Link you won't get straight 60fps , you always will have a little jitter or drop outs in the recorded animation.
Best workflow for me is to import all animations via fbx , then export the fbx animation (with A-Pose beginning) from UE4 to MD.
Import the fbx as avatar , do your cloth physics and export as Alembic.
Also export the cloth as .Obj or .FBX (without simulation) and import to UE4 to get all cloth materials.
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StyleMarshal
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My workflow :
rep.of.banana
rep.of.banana
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Thanks for the reply.
Your video explains a lot for me!
Using FBX for both MD and UE is a good idea, and I can give up using Live Link feature at this time.



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