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Iclone 8/CC4 to Unreal Engine 4/5 Root motion issues

Posted By Joevolve 3 Years Ago
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Iclone 8/CC4 to Unreal Engine 4/5 Root motion issues

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Joevolve
Joevolve
Posted 3 Years Ago
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Iclone 8 and Character Creator 4 has a feature whereby animations from Mixamo or Unreal Store etc, can be imported and retargeted for CC characters then exported for use in Unreal Engine 4/5 with the root motion data being transferred from the hip to the Root bone for Mixamo Animations, While 'Epic' (Unreal Skeletons) have the root motion transferred from their root bone to CC  Unreal root bone, the problem here now is that in Unreal Engine for standard animations like walking, jumping, running etc, the root motion data works fine in unreal engine 4/5 but I discovered that any animation that has to do with "rotation" e.g spin kick, spin then slash. Iclone breaks the root motion "rotation info", the minute you try enabling root motion for one of this animation from Iclone in unreal it doesn't act the way it's suppose to.

I've tested this by getting animation assets from Unreal Store (Kubold) - all spin animations and their respective root motion work fine in Unreal, the moment I import them into Iclone and export them back to Unreal Engine 4/5 and enable root motion, the animation ends up all wobbly. same goes for Mixamo animations as well 
PerunCreative
PerunCreative
Posted 2 Years Ago
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Hi, did you manage to solve this problem with local rotation on root motion from Iclone? We have the same problem.
Joevolve
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Hi there, Yes a reallusion member called "kmitchell.12catblackstudio" provided me with a solution, I wish I could share it his post with you but basically and I quote this was he's /her solutions "Can't see if anyone else has asked this but i'll store this here. 
In the current version I guess the root motion applies rotation information in the root as well as other axis movement and in UE4/5 this causes issues with the root motion. (For me at least). Thus far I have had hid to use root to hip then remove the forward hip movement and reanimate just the Y movements by hand.

(Fix) This morning I just realized you can sampled the optimized animation for the animations in question cut the root Y movement. Transfer the root to hip which get rid of the odd XYZ rotation in the root then paste back in the Y movement to the root. Then its ready for resaving the animation back out for exporting to unreal. 

This seems to be an issue on all the animations I have stored from IClone 7 before moving to IClone 8.

Wish I saw this earlier but the more you know... If this was obvious I apologize but if it helps those that do not see this I hope it helps. ""


then I went to ask "At least you figured it out, if by any chance you know the "Holy Grail" for changing inplace motion to root motion, toss a bone my way, please" and the response was "Same snipps. Just go to FK select the root, set akey at 0
Move to the end of the animation then move the bone forward to the general forward direction. 
Make sure in the curve editor you set this to linear (for walk / run/ sprint) so you dont get weird animation loops. The check to animation so it doesnt look like the feet are slipping. Then Save it out as Movement_RM 
I have also did this for RM Jumping and sprint jumping. so you dont have to do weird root motion hacks I've seen going around. "  I hope you this helps
PerunCreative
PerunCreative
Posted 2 Years Ago
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Thanks for info. We solve this issue with this method https://www.youtube.com/watch?v=RZbFn7Hro6Y . Maybe this help anybody in the future.
Peter_737068
Peter_737068
Posted 2 Years Ago
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I'm not sure if this is the same issue but I have an animation that I'm trying to get into my game. But it's too large to use on GitHub so I'm having to separate it into three parts simply by exporting it into different segments. So for example 0-400 frames, then 401 -900 frames and so on. So the animations should join up seamlessly when I place them in the sequencer in Unreal but I'm finding that there is a slight movement on the root joint between each clip, which doesn't make sense seeing as they're all from the exact same animation exported at the exact same time. 
The animation is a character sitting down.  I've found that if I enable force Root Lock in Unreal under the assets details for the animation files the root for each clip then matches but then I'm having issues with the feet sliding due to I guess losing the offset that the root was giving against the pelvis movement to keep everything in place. 
I'm not sure how exactly I'm meant to fix this. I've tried following the tutorial that peruncreative kindly linked too but I'm finding the graph editor in Iclone is awful and crashes out alot. I tried doing the same thing in Maya by copying the keys from the root joint and placing them on a layer on the pelvis joint and then zeroing out the root joint but it just does the same thing as the force root lock in unreal. So I'm not sure what to do. 
Any help would be greatly appreciated.

Peter


StyleMarshal
StyleMarshal
Posted 2 Years Ago
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Did you try " Match with this bone in previous clip" (root/pelvis) in sequencer? And if it works you can bake the whole clip.
Peter_737068
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Oooh I did not know that, I'm new to Unreal, I'll look into it and let you know.

Thanks for the fast response,

Peter
Peter_737068
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Oooh I did not know that, I'm new to Unreal, I'll look into it and let you know.

Thanks for the fast response,

Peter
Peter_737068
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Ok I've tried that, had high hopes but unfortunately it didn't work. I've turned on the skeleton in the sequence viewer and I've noticed that the skeleton is offset too between the two animations. What could be causing this? 

75% of original size (was 668x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/db87cfc3-ccb1-4446-be29-6e04.png
Peter_737068
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Decided to try a different character and I've got exactly the same issue. 


75% of original size (was 668x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/1f50031f-20ec-4d12-a13f-6cae.png

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