Hello, I am following a series of tutorials on how to import the Unreal mannequin into iClone to animate it with Live Link (
exporting UE4 characters from UE and
importing UE4 characters into iClone via 3Dxchange). Basically I have to export the UE mannequin as fbx and open it in 3Dxchange to convert the skeleton to then use it in iClone, however 3Dxchange recognises the fbx as 'CC_gamebase_Blender' instead of 'Unreal_BaseCharacter' as shown in the video; this leads to a wrongly mapped character with the arms tanged behind the back when an animation is applied.
Do you have any idea on how to fix this issue?
Thanks