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HELP! Looking for wisdom from people who know the best pipeline workflow to integrate Iclone 8 cloth...

Posted By Da_Drood Last Year
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HELP! Looking for wisdom from people who know the best pipeline...

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Da_Drood
Da_Drood
Posted Last Year
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Hi everyone, I got myself into a personal project which revealed itself harder than I expected and I am desperately seeking for guidance from people who know the best workflow to approach.
My video project is going to be rendered in Unreal Engine 5, so I thought I could use Iclone 8 cloth physics to export into UE5 but the results are not as expected. I had placed wind physics and floor collision to clothes back in Iclone 8 and they have been completely ignored once exported to UE5.
Then I thought that maybe the solution could be to export the cloth physics from Iclone 8 as alembic file, but I just found out Reallusion lacks completely tutorials about this procedure (the only "tutorial" is a 1 min visual learning video of an old workflow which uses Iclone 6-7 with XChange, so it is useless and outdated).
As you can see I'm pretty confused about the best workflow to adopt in this situation. I just would love if it was simpler to just have my character having physics on his clothes with wind effects and everything with less of a hassle than it is as of now. Also the lack of tutorials and info on the Iclone manual itself is pretty disappointing.
If any of you already went through this hell and overcame the obstacles and issues and came out alive, please illuminate me with your wisdom and help a poor soul... +_+
Kelleytoons
Kelleytoons
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I wouldn't bother with cloth in iClone - it is nowhere near as robust as the physics in UE so if you are ending up there just do your cloth there.  IOW, animate in iClone, send to UE, and enable physics there and you should be fine.

I envy those folks who can render in UE (I tried the pipeline and it was WAY too complicated for this old man).  Their physics is remarkable.  iClone's is barely passable at best.



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Mike "ex-genius" Kelley



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