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Using CC3 solely for game creation and bypassing iClone 7

Posted By Wilby 3 Years Ago
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Using CC3 solely for game creation and bypassing iClone 7

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Wilby
Wilby
Posted 3 Years Ago
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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.
michaelrbarton
michaelrbarton
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Here is a link to some free and starter animations for Unity and others. I hope this helps.

MoCap 3D Character Animations | MoCap Online

Wilby
Wilby
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michaelrbarton (11/8/2022)
Here is a link to some free and starter animations for Unity and others. I hope this helps. MoCap 3D Character Animations | MoCap Online


Thanks! But I already have some MOCAPs there. I think they're also selling some in the Unity Asset Store:)
AutoDidact
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 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?

I avoid those Carnegie mellon archives as they tend to be garbage not worth fixing
There was a thread here  in which someone posted a  link to about 2000 RL motions but it is likely been deleted by the forum mods.
https://forum.reallusion.com/uploads/images/9d55123a-faff-4b89-ab57-8ff0.png


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 use the Old legacy FREE  FBX convert/viewer from Autodesk.
you still have to drag them into the pre-veiwer one at a time but its bit faster
than doing a full import into blender




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yepkoo
yepkoo
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You can take a look at the post shared by @argus1000 in the topic below.

I don't mean the 3000 mocap animation, which is the topic's own title. These animations are not allowed for commercial use.

However, the animations shared by @argus1000, although I couldn't find a definitive source, it was written that commercial use was allowed according to youtuber's explanation in the comments.

https://forum.reallusion.com/FindPost522437.aspx

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