AutoDidact (11/2/2022)Actually I have no need to import third party motion into iclone anymore. I have compiled a hoard of over 4400 Iclone Imotions and a separate archive of over 2400 Mixamo motions as FBX.
I think those
Mixamo converted rlMotions (2457) also came from
Freedom's Youtube Channel here? I got mine there in the past. May I ask where you got the rest of the
4400 iClone rlMotions? I'm guessing some may be from
Carnegie Mellon University (CMU) BVH converted to rlMotions (2500) from the same
source?
- Do you know of other sources for low-cost MOCAPs that you can share?
- How do you effectively manage and apply all those MOCAP files? Is there a good tool that works like the Mixamo website wherein you can view a listing of all animating MOCAP files in your library and demo the animation applied to a selected character model before actually using them in your animation software of choice?
I found most of the
CMU MOCAPs broken though. :( But those from
Mixamo have higher quality. :rolleyes: I managed to collect some from
Unity Game Engine before and so I wanted to also be able to use them in my future animations. However, according to
RL Support,
Unity has no
general character bone set that is why they did not develop a
Profile for it's
Skeleton. Bones will require
manual retargeting for MOCAP files from Unity.
Saving the profile in Character Creator 4 (CC4), will then make using future motions from that same source much easier. I tried testing this but I still cannot make it work using the
trial version of
CC4 though. I found a related tutorial on how to do this from
Freedom (see video below).
Sadly, it's still using the old 3DXchange Pipeline & iClone 7. I was expecting this process should now be easier and faster in CC4 and/or iClone 8. :Whistling: I wish Reallusion will make a direct step-by-step tutorial on this covering MOCAP compatibilities and such.