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Iclone 7.76 - Hips deforming when using foot contact

Posted By doubblesixx 5 Years Ago
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Iclone 7.76 - Hips deforming when using foot contact

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doubblesixx
doubblesixx
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Hi.

EDIT 2020-06-24:


This issue was closed by Reallusion as not being a bug some time ago and support doesn't seem to understand or recognize why this is a problem so i would like some help from you guys to get this issue recognized and fixed.

This is a most basic of functions in most tools i have ever worked with and letting the user control what's deformed and when is cruicial to get the speed of animating up and free from tedious and unneccesary cleaning afterwards.


FeedbackTracker_Fix tilting HIP issue

This happens with both stock characters in iClone and properly setup characters from 3D exchange

Also note at the very end of the video it shows when keep pushing the gizmo down the foot starts to slide sideways.
( i first use the pink square, but after this it's by the blue arrow, the foot still keeps sliding.)



Second video with a built in character.. same serious issue




Cheers


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Amper Sand
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@doubblesixx
Me I'm configuring the following way: Foot Contact checked, and in the Edit Motion Layer IK mode I leave only Body Part checked and feet locks unlocked - then moving the feet exactly as you described leaves the hips and body unchanged. 

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Software developer. iClone hobbyist since January 11, 2020. Best work so far: Robots among us: The Lab and The sad end of a legend
In progress: Black Mamba
AMD Ryzen 3950X 16C/32T 4.2 GHz, 64GB RAM, RTX2080 11GB, 2TB Samsung 970 Pro SSD, 8TB Seagate BarraCuda HDD, Win11 64-bit, iClone 8.12

doubblesixx
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Hi AmptertoX.
Thanks for the response.. appreciated.. Yes that didn't tilt the pelvis at least which is nice ..but the feet is still sliding sideways ever so slightly if not stopping the mouse exactly when the foot hit the floor, and even if using the vertical gizmo...

.. i need to have the whole body active as i do small adjustments on the fly to the whole body when blocking out the basic pillars.. and i need this to be fast.. small errors will build up with the current scenario i find tedious to backtrack and fix later ... I always select bones on the character directly as this is the fastest and most inutitive.. this bone-selection "clicks" sometimes for some reason and i need to use the picker to" reactivate" and even this small thing disrupts the flow

I'm not trying to bash on RL i think mainly these tools are powerful , but the more i use iClone the more it feels like it's mainly made for cut and paste operation of readymade animations and building complete moviscenes and not so much for basic keyframed animations to use in games e.t.c..
I bought the Curve editor too as it seemed to make some operations much smoother but this too would need some more love to enhance the speed and ease of use to feel "connected".. klicking on a bone in the main viewport, imo, should zoom to this particular curve..

All these small "in between" actions adds up and take away from the fast and ultrasmooth operation it could have had if these areas had been given some more attention... i think RL tools look and feel very visually exciting to work in but the technical details have a bit to go to match up..

Luckily i found the plug-in " Invert keyframes" yesterday... to the cost of a whooping $5 and it was a gamechanger for me.. If i wouldn't have found that plugin i would have gone back to Blender for doing these tasks.

Cheers ( and sorry for writing so lengthy posts)


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Amper Sand
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Me I'm not so harsh toward iClone here: as long as I'm trying to make custom animations without using the simplest mocap device, I would consider myself a "3D masochist", lol :) The closest comparison is doing clay stop-motion movies or old-school manual rotoscoping. I could scan an entire worldwide animations database and I would not be able to find exactly that particular 3-seconds motion I need, so I'll have to do it manually - and here, from my point of view, iClone cannot do better so I cannot ask for more: foot contact, hand contact, full body, single body part, IK mode, realistic shoulder, physics collision, curve editor, lips editor, face expression editor, reach target editor, puppeteering,  auto-blink, morphing, follow target, follow camera, etc, all these are extremely powerful tools which me, the 3d masochist, I have at my disposal in order to manually create reasonable good animations. The problem is I have to learn them in order to be able to master them, until then they will fight me back every day :)

______________________________________________________________________________
Software developer. iClone hobbyist since January 11, 2020. Best work so far: Robots among us: The Lab and The sad end of a legend
In progress: Black Mamba
AMD Ryzen 3950X 16C/32T 4.2 GHz, 64GB RAM, RTX2080 11GB, 2TB Samsung 970 Pro SSD, 8TB Seagate BarraCuda HDD, Win11 64-bit, iClone 8.12

doubblesixx
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bla..bla..bla.. text removed


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doubblesixx
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I bump this thread as i updated the first post with new and important information


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