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Message
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Ascensi
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Group: Forum Members
Last Active: Last Year
Posts: 262,
Visits: 1.9K
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Ascensi
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Group: Forum Members
Last Active: Last Year
Posts: 262,
Visits: 1.9K
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F O R W A R D
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F O R W A R D
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 26,
Visits: 107
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ripper120767 (2/18/2023)
Achieved a connection from iClone8 to Unreal Engine 5.1.1. There are no tutorials on how to do this, there are, but they are outdated, and if you do them, then nothing worked. So... how?
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ripper120767
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ripper120767
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 19,
Visits: 763
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Achieved a connection from iClone8 to Unreal Engine 5.1.1. There are no tutorials on how to do this, there are, but they are outdated, and if you do them, then nothing worked.
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 4 Weeks Ago
Posts: 1.2K,
Visits: 1.9K
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Dear RL team. Thank you to all the team who contributed to the development of this plugin. It really started to work perfectly compared to the past and now I'm starting to enjoy it. We have only one problem left, which I did not receive any response despite writing several times We need automatic rig file creation of imported characters The character pose is not so important, it can stay the same, we can manually adjust the pose ourselves, but retargeting takes 30-40 minutes for each character.
This is a really huge need and an absolutely necessary feature. Even the simple Vroid program automatically creates the rig file when you import the character, and it only took me 30 seconds to use this character with UE animations.
A lot of people will be relieved if you give a positive response to this issue.If you can take a look at the video below, you can understand the convenience that the automatic rig file will provide us. I also think this would be a comfort within the RL team.CC4, iClone, AccuRig, Actor Core. All will become available with automatic rig file. If there is no rig file, at least the characters exported as UE from all your systems should be compatible with the UE4 skeleton. As in AccuRig, any character exported with CC4 does not work properly with the UE4 skeleton.
Thank you
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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harry.zhang19930619
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harry.zhang19930619
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 1,
Visits: 17
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for me , everything is working good except my character's face motion like 'jaw open' (mouth kept closed while jaw seems open inside which cause a totally different pose compare to cc4 inside) / 'mouth open' and those involve teeth is not working good, the teeth seems never opened…… anyone have met this too? 76% of original size (was 665x19) - Click to enlarge
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playlogic
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playlogic
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 45,
Visits: 211
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Seems 1.24 still cause a "EXCEPTION_ACCESS_VIOLATION" when importing and processing normal maps with NVLINK'd GPUs. Currently only happens when the normal maps are processed via the Autosetup Plugin; does not happen on in a vanilla project "sans" the plugin allowing characters CC4 characters to be import without autosetup.
76% of original size (was 665x19) - Click to enlarge
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StyleMarshal
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StyleMarshal
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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watch at 1.30min:
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JahniB
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JahniB
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 18,
Visits: 92
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Oh Sorry, I did it correctly but wrote the post wrong, So sorry. I double checked it, still not showing up in UE5. On day four of my attempt. Thanks for trying. Any other ideas?
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StyleMarshal
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StyleMarshal
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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You did it wrong ! CC_Shaders into Content Folder and the Plugin Folder into the project folder and not vice versa.
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