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Using timeline motions in Unreal via Live Link

Posted By vislaw 5 Months Ago
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vislaw
vislaw
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When I started learning to use Live Link with iClone to animate in Unreal Engine, the workflow I found involved streaming animation to Unreal and recording the animation there. Somewhere along the way I heard you could transfer the animation directly and use it in Unreal, but I had trouble because I didn't understand "animation mode" in UE and didn't realize the Live Link transfer defaults to "use animation blueprint" for the animated asset. I eventually figured out that I needed to change the mode to "use animation asset" and everything works peachy-keen. My first question is simply WHERE in the user manual or Reallusion tutorials is this explained? I tried looking for it today and couldn't come up with anything and I was thinking there surely will be newbies who hit the same simple roadblock. Maybe I just somehow missed the reference, but I would genuinely appreciate if someone can point me to where this information is available. ... My next question is where may I find more information about using bluerpint mode with Live Link transferred characters. Since it is the default mode I'm assuming it is the most common way people use Live Link with iClone but I can't find anything detailing this subject.

THANK YOU.
sterlingy
sterlingy
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Your question really belongs in a UE forum. Epic games made Live Link and other companies, like Reallusion, write plugins to work with it. Your issues are on the UE side.

UE assets can be animated with an Animation Blueprint (AnimBP), which contains a bunch of code that controls what and how things are animated. Otherwise, assets can be animated using an animation file, which consists of translations for your asset or its vertices on every frame. AnimBP's often link to Animation Assets.

https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-blueprints-in-unreal-engine

-Sterling


Stick with the flock, end up a lamb chop!

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