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Iclone 8/CC4 to Unreal Engine 4/5 Root motion issues

Posted By Joevolve 3 Years Ago
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Iclone 8/CC4 to Unreal Engine 4/5 Root motion issues

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disastorm
disastorm
Posted 2 Years Ago
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Anyone know how to fix this with only CC and not Iclone? Well I'm not sure if its the same issue you guys have, but
the issue at least with the CC animation export is that the root motion is on the hip and all the bones, but not on the root bone itself, which is what UE likes.
I assumed the CC's "Sync Root and Hip Motion" option would have fixed that, but it didn't seem to do anything.
Does anyone know if the above mentioned option is maybe just not working properly?
Peter_737068
Peter_737068
Posted 2 Years Ago
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Ok I think I've solved it. I think it's the 'rest motion root' in the preset settings (little cog) of Iclone's FBX exporter when unreal preset is chosen. If I untick it and import then the two animations match. Only issue I'm finding is it's seems to then more prone to crash Unreal when importing. 


Peter_737068
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I guess I could probably just try cutting one of the existing ones into parts in UE5 and see if that does anything. Just need to work out how to cut things :)

EDITED: Just try the split in unreal and the joints stay in the correct positions between the transitions. 
StyleMarshal
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Ohh this is really strange ,  the question is now is the offset from the export or UE import.
You can try to import the whole animation into UE and cut it in parts with sequencer 
Peter_737068
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Decided to try a different character and I've got exactly the same issue. 


76% of original size (was 660x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/1f50031f-20ec-4d12-a13f-6cae.png
Peter_737068
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Ok I've tried that, had high hopes but unfortunately it didn't work. I've turned on the skeleton in the sequence viewer and I've noticed that the skeleton is offset too between the two animations. What could be causing this? 

76% of original size (was 660x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/db87cfc3-ccb1-4446-be29-6e04.png
Peter_737068
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Oooh I did not know that, I'm new to Unreal, I'll look into it and let you know.

Thanks for the fast response,

Peter
Peter_737068
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Oooh I did not know that, I'm new to Unreal, I'll look into it and let you know.

Thanks for the fast response,

Peter
StyleMarshal
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Did you try " Match with this bone in previous clip" (root/pelvis) in sequencer? And if it works you can bake the whole clip.
Peter_737068
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I'm not sure if this is the same issue but I have an animation that I'm trying to get into my game. But it's too large to use on GitHub so I'm having to separate it into three parts simply by exporting it into different segments. So for example 0-400 frames, then 401 -900 frames and so on. So the animations should join up seamlessly when I place them in the sequencer in Unreal but I'm finding that there is a slight movement on the root joint between each clip, which doesn't make sense seeing as they're all from the exact same animation exported at the exact same time. 
The animation is a character sitting down.  I've found that if I enable force Root Lock in Unreal under the assets details for the animation files the root for each clip then matches but then I'm having issues with the feet sliding due to I guess losing the offset that the root was giving against the pelvis movement to keep everything in place. 
I'm not sure how exactly I'm meant to fix this. I've tried following the tutorial that peruncreative kindly linked too but I'm finding the graph editor in Iclone is awful and crashes out alot. I tried doing the same thing in Maya by copying the keys from the root joint and placing them on a layer on the pelvis joint and then zeroing out the root joint but it just does the same thing as the force root lock in unreal. So I'm not sure what to do. 
Any help would be greatly appreciated.

Peter



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