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Issue Rendering IClone physics (cloth) in UE

Posted By Angel Valtierra Last Year
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Issue Rendering IClone physics (cloth) in UE

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Angel Valtierra
Angel Valtierra
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Hey everyone, I actually got tired of asking about this in many videos of the youtube channels and I just can't seem to find documentation about it enywhere, I'm really stuck with this on my project and I woud sincerely and profoundly appreciate your help as I'm on a schedule near the deadline on my personal project. 
So: I followed the Unreal live link tutorial from Reallusion official documentation (https://www.youtube.com/watch?v=k_Qbfm-RvIs&t=9s) and got to properly transfer my characters, animations and even cloth simulation from iclone 8.3 to UE5.2. 
Everything looks awesome and runs smooth in the preview when I press play, it's all accurate enough. 
The PROBLEM is, after rendering the recorded sequence (using take recorder) there's noise and a glitchy result only on the cloth simulation
I'm no UE expert, but my guess is 1 I need to somehow chache the cloths physics?  prior to rendering. 2 it seems like the time on the cloth simulation is synced up sith UE preview window and simulating on real time, so UE render (not realtime) is missing frames of cloth simulation between actual rendered frames, thus resulting in unexpected glitches.
Pfff I even tried rebuilding my clothes in MD and simulating there, bringing the alembick back to iClone and sending it to UE, didn't work, textures were find but there was no animation. So I had to bring it to maya and reexport from there, which did the job (but still I had poking issues to worry about now, and transparency maps to connect that I had before for assets created with hide mesh tool that now are gone and not a part of the new naked version of the avatar coming from iclone).... yup, it's been a bumpy road, and I'd just love to keep it simple and limit my sftwr to iclone and UE... 
So PLEEEEEEASE! is there a solid recommended pipeline to render iclone clothes in UE? and forgive me if that's a newby question, but the pipeline with live link and take recorder just seems very different to me than any other sequence constructions I've seen. Could anyone bes so kind as to point me out in the right direction? Ive been asking for the tutorial for months now, I'd be happy if only someone could point me to any kind of useful documentation about this matter. Thanks so much! regards! 
  o
 )A(
Angel
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Hey Angel ,

For Cinematics I would use the Alembic Cache from Marvelous Designer , the UE5 cloth simulation is for Realtime (Gaming) an not that accurate , you have to tweak a lot of settings and adjust the collision capsules of the Character.



There is coming a new UE5 cloth system ( cloth panels ) for Cinematics but it is experimental and very new.
 So the best way is to export the Character and animation out of UE5 (FBX) , import into MD (FBX for Character and animation) and cloth as .obj , simulate the cloth in MD and export the simulated cloth as Alembic to UE5.
 You can also export and import from IClone , here I exported the cloth from IClone to UE5 via Alembic , the Character and animation was exported via FBX  out of IClone and imported as FBX into UE5 before.



Or use UDraper / CineDraper (paid plugin for UE5)  Udraper is for Realtime and CineDraper for Cinematics , the cloth will be simulated and cached in UE5 , works very well ( you can test the Trail Version for free )

https://udraper.com/


Angel Valtierra
Angel Valtierra
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Hey! thanks a lot for your response, yup, I figured as much. In fact as I said that was my immediate reaction. Well almost! this is what I did:

0- in iclone I moved my character to the origin point (miles away from the mountain of that scene) so I can actually see something in MD 1 exported fbx from iclone, 2 imported to MD as avatar, 3 simulated, 4 exported as OGAWA alembic 5 back into iclone just for general checkup and placing character and cloth back in due place in my humongous scene (way far from origin), 6 gets tricky: first I tried recording the animation for both character and the alembic using tape recorder, didn't work: clothes lost their animation, but still helped to create an UE material I later applied to my final alembic imported the traditional way... 
although; not really working:

Issue 1: I see poking which wasnt there in MD nor in iclone,
Issue 2: since I transferred the naked character it lost it's transparency channel and furthermore the option to "delete hidden faces" as I export. 
issue 3: it would seem the poking has to do witha time mismatch between character timecode from take recorder  and alembic's time... i can "see" how sometimes it delay or accelerates in a not even pattern. 

I will try however, exporting the fbx (animated character) from iclone and using auto setup instead. hoping that might fix mismatch. 
I'm very curious about Udrapper as well, haave been following tuts and updates from a while now. I just haven't got the time to try it out. 

Cheers mate! thanks a lot for your help! keep it up
A



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