Profile Picture

iClone T-Pose Coordinates

Posted By Brucek5 2 Years Ago
You don't have permission to rate!
Author
Message
Brucek5
Brucek5
Posted 2 Years Ago
View Quick Profile
Senior Member

Senior Member (304 reputation)Senior Member (304 reputation)Senior Member (304 reputation)Senior Member (304 reputation)Senior Member (304 reputation)Senior Member (304 reputation)Senior Member (304 reputation)Senior Member (304 reputation)Senior Member (304 reputation)

Group: Forum Members
Last Active: 2 Months Ago
Posts: 25, Visits: 153
When I export a character from iClone (latest version) in FBX Cinema 4D format, all the joint rotations are not "zero based" like I'm used to seeing from other applications. I tried other target application formats, but they have the same issue. If all the joint rotations are "zeroed" the character turns into a twisted mess. I'm writing code in Cinema 4D to transfer iClone animation to different rig designs and this problem would require me to first subtract a value to all axis from every joint.  Bruce Kingsley



Reading This Topic