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Eyeballs doesn't move in Look At iClone 8 with Humanoid character, while the rest of the body does....

Posted By a.kasprzak Last Year
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Eyeballs doesn't move in Look At iClone 8 with Humanoid character,...

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a.kasprzak
a.kasprzak
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Hey. I've been looking for a solution to this for a while now, but it looks like there is no right solution to fix this.

I have created a character in CC4, eyeball movement is based on the bones (CC_Base_L_Eye_end) and those bones are also selected as eyes. When I'm editing expressions the eye rotates nicely, the same when i export the model to icloone and i use Motion Live with Live Face.
However when i use Look At option, it only affects the head and the body but doesn't rotate eyeball movement.

Do you have any idea of what i'm doing wrong here? I've been going through the documentation but still did not find anything that would even slightly indicates what's wrong with all this. 
Peter (RL)
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Try setting the Weight for Head and Body to zero and then pick a target or look at the camera. Does this show eye movement?

If it doesn't then the eyes are not setup correctly on your custom character. (You can try this with the Humanoid Coyote character which should work as expected).

                                                                

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a.kasprzak
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I set the weight to zero and there is no movement at all. Coyote works all right.

Some thing I don't really understand is the fact that with Face Live all of the eye movements are ok, also when I'm using Face key and expressions there it works as charm, but when I'm trying to add Look at nothing happens to the face.
a.kasprzak
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[Solution]

Apparently, when you use AccuRig to create basic rig for your character the herarchy is following:
Head -> FacialBone-> Eyes. // And this is not supported by Look At in iClone - eyes should be directly underneath the Head bone.  

So In order to fix this issue I had to delete all the bones below Base_Head and create new ones that are directly linked to head and are called EYE_L and EYE_R. (I used Blender for this step)
Additionally, i had to remove the old skin weights in CC before removing old bones and adding new ones (otherwise there would be a strange offset in CC when you would try to apply new skin weights. 

What I'm trying to figure out now is why my brow/eye lids morphs are not affected by look at? Do you have any ideas how I can activate those? I use CC4 standard with FBX seq, which in CC4 looks good and I whenever i move the eyeball down the eye lid is affected. But not in iClone and LookAt? Any ideas?
Is there any documentation of how the bones and morphs should be structured for Look At to work properly? 



Peter (RL)
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Thank you for sharing your solution. This will certainly help others encountering the same issue. :)

Regarding the Look At brow issue, this option is only available for Standard CC characters. Humanoid characters are not supported. Please see below for more.

https://manual.reallusion.com/iClone-8/Content/ENU/8.2/54-Look-At/Look-At-Detail-Settings.htm


                                                                

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a.kasprzak
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@Peter 

[EDIT} - But the problem is that this is working for Coyote. So there is a way, i just can't figure out how it's hard coded... and there is nothing in the documentation, unfortunately :(
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Humanoid characters are not supported.

That can't be right, Peter.
Actorcore characters are also Humanoids and it works with them just fine.
BTW coyote does not even have CC bones structure and it works fine as well.

I have a range of humanoid characters (generated with Accurig) where this feature does not work for them.
On some of them only 1 eye is working for no reason :Whistling:

I was successful though with some characters generated with AccuRig (those which have unmodified armature after AccuRig), by exporting them out
and then re-importing with actorScan or actorBuid profile (instead of CC_G3Character I usually pick).

CC_G3Character seems to be default for characters generated with Accurig and that profile is glitchy with LookAt feature.

Basic experiment proves it:
* Load CC3+ Neutral base
* Convert with AccuRig selecting Extrapolate Guides and then Keep Existing face bones option.
* All face blend-shapes are intact and working. You may even try to reload Extended profile.
* Check in iClone. LookAt does NOT work.
* In CC export that character to FBX, load it back and select CC_G3Character. Reload face profile, send to iClone. LookAt does NOT work.
* Now reimport that FBX with
actorScan or actorBuid profiles (I prefer ActorScan). Reload face profile, send to iClone. LookAt works perfectly.

And there are other profiles which are glitchy and prevent LookAt from working. Has to be fixed.







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