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CC4 to UE5.3.1 Additional bones Issue and Skeleton deformed

Posted By richardjohnharris 2 Years Ago
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CC4 to UE5.3.1 Additional bones Issue and Skeleton deformed

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richardjohnharris
richardjohnharris
Posted 2 Years Ago
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I purchased CC4 this morning to make life easier creating characters for my UE5 project, and so far i've had nothing but issues
I've spent the last 8 hours exporting/importing, adding/deleting a CC4 exported FBX into Unreal 5.3.1 with numerous different settings and nothing works
I've followed guides, and read forum posts trying everything for export and import settings and every time I have the same issue with deformity in the skeleton
My project uses the UE4 Skeleton for an AI Asset, and has to use the UE4 Skeleton as it's is set-up for all types of AI actors, Interactions and animations

All i need is the CC4 character, but no matter what settings i use on Export/Import, the UE5 CC4 plugin imports the Skeletal mesh with a ton of additional CC bones
I honestly wish i'd come to this forum before, because all i've read is numerous posts with others having the same problem

I've attached screenshots below showing the characters arms twisting at the elbow
Also the 2 images below showing the additional bones being added that the UE4 Skeleton in my project doesn't have or need

Where is the setting to NOT export these additional Bones?

76% of original size (was 660x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/0de09ec1-609f-48e0-afdd-d182.jpg
76% of original size (was 660x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/146636ec-2a1d-4638-beaa-f539.jpg
76% of original size (was 660x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/8979e7b8-6b94-4e63-b3ff-d7fe.jpg
lightbearer
lightbearer
Posted 2 Years Ago
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I'm trying to understand your workflow:
  • You build a character in CC4.
  • You export the character from CC4.
  • You import the character into UE5.3.1.
  • You then retarget the CC4 character to a UE4 mannequin.
  • The CC4 character "breaks."
What method are you using for retargeting?

Perhaps the following tutorial from Yepkoo will help.



StyleMarshal
StyleMarshal
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Looks like you forgot to tick "T0 as reference pose" under Advanced in the UE5 FBX import settings.
You even don't have to retarget , just select the mannequin skeleton when importing , also in the UE FBX import settings.
Patrick_AIV
Patrick_AIV
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Hey @richardjohnharris !
I've a similar issue, we ported a project from UE4.27 to UE5.3.2, and now when I import a new FBX from CC4.4.25xx to UE5.3.2, the FBX importer of UE5.3.2 wants to change the skeleton from UE4.27 with "new bones", and of course, I don't want that.

Do you have found a solution ?
anthonymurkar
anthonymurkar
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Having a similar issue, T0 as reference doesn't seem to work. As far as I can tell, the problem is that extra bones are inserted for hair and accessories.

Exporting a character from Unreal from CC4 > Import .FBX to UE5 with T0 selected, and Skeleton as UE4 Mannequin skeleton works without issue.

However exporting the same character with any kind of hair or accessory breaks it, and there is a failure to merge bones on import to UE.



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