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UE5 & Reallusion - Tips & Tricks

Posted By StyleMarshal 4 Years Ago
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StyleMarshal
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mrtobycook (6/4/2024)
@nildoessa Yes that sounds exactly what I’m after! Please share when you’re done

@bassline303 You’re not allowed to use it because you said we don’t need it when I suggested it!! ;)


ok, I won't use it but I still want to have it: 🤑 you never know , it looks good and easy 😁
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😂

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https://forum.reallusion.com/uploads/images/d11fc97b-7387-4f19-bb1e-0785.png
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Bassline303 (6/4/2024)
In depth :




Seriously Bassline... Watching this video makes me so frustrated that Reallusion refuses to integrate the data from the metahuman animator into Iclone.
It's so much more precise than anything they offered us...

StyleMarshal
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I think it is a copyright problem , MHA is not open like Omniverse , you are allowed to bring everything into UE but output is a different story 
I think it would be no problem for RL but not allowed , that is what I think !
So we need a hacker like Toby to bring us the possibility 🤪

p.s. - but as I know RL , they will invent their own similar system for IClone ( AI ), 😎
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I have been scratching my head with the new auto setup import.  I exported a whole communication 200 pack (288 motions only) without the dummy male skeleton. I checked the exported motion only and downloaded the package. Once in Unreal engine I tried importing the package, choosing the dummy male skeleton  (that was already installed in UE) without the mesh but even if I disabled the character creator and Iclone auto setup,  it still imported a new mesh for each motion and I had to click 288 times for each one of the motion.  Can someone tell me what I am doing wrong because I lost about 3 hours trying to import motions from the actorcore website in Unreal without succes. I mean, first I don't want to import the same mesh 288 times and I dont want to click ok 288 times neither.  I end up losing all my 150 clicks and motion import because I have to use task manager to quit UE.   I think the problem comes from the actorcore website. It seems to be packaging the male dummy skeleton in each motion even if i specifically ask for motions only.   Any feedback from experienced uders would be greatly appreciated.  Thank you!



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mtakerkart
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Bassline303 (6/4/2024)
I think it is a copyright problem , MHA is not open like Omniverse , you are allowed to bring everything into UE but output is a different story 
I think it would be no problem for RL but not allowed , that is what I think !
So we need a hacker like Toby to bring us the possibility 🤪

p.s. - but as I know RL , they will invent their own similar system for IClone ( AI ), 😎


It can't be a copyright problem since they authorize the sale of the Tobby plugin which allows you to import metahuman data from the iPhone directly into Iclone.
I am convinced that the character of NIA and Kevin are perfectly compatible with the metahuman face animations.
There is something unclear about not having made these characters available in CC4....


mrtobycook
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I think the difference is that my plugin just lets you import data of a certain format - iClone itself only has the cc character in it, there’s no metahuman inside of iClone. My plugin just converts the data to iClone format.

I’m sure Reallusion made some sort of deal with Unreal to not support metahumans fully inside iClone - that’s why the dummies don’t have faces. :) but to be clear, I have no inside knowledge. Reallusion asked me to join their beta but then stopped replying to emails hahaha so I think I did something wrong :)

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https://forum.reallusion.com/uploads/images/d11fc97b-7387-4f19-bb1e-0785.png
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nildoessa
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Bassline303 (6/4/2024)
mrtobycook (6/4/2024)
@nildoessa Yes that sounds exactly what I’m after! Please share when you’re done

@bassline303 You’re not allowed to use it because you said we don’t need it when I suggested it!! ;)


ok, I won't use it but I still want to have it: 🤑 you never know , it looks good and easy 😁


hahaha Why would you not NOT need this?! since CC Rig is out Im trying to "ditch" blender for animation alltogether.. and this is one of the things I miss the most... ideally i would want to also control the transforms of the controllers thru this... But i dont know how to do that :).

Nildo
StyleMarshal
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Jfrog (6/4/2024)
I have been scratching my head with the new auto setup import.  I exported a whole communication 200 pack (288 motions only) without the dummy male skeleton. I checked the exported motion only and downloaded the package. Once in Unreal engine I tried importing the package, choosing the dummy male skeleton  (that was already installed in UE) without the mesh but even if I disabled the character creator and Iclone auto setup,  it still imported a new mesh for each motion and I had to click 288 times for each one of the motion.  Can someone tell me what I am doing wrong because I lost about 3 hours trying to import motions from the actorcore website in Unreal without succes. I mean, first I don't want to import the same mesh 288 times and I dont want to click ok 288 times neither.  I end up losing all my 150 clicks and motion import because I have to use task manager to quit UE.   I think the problem comes from the actorcore website. It seems to be packaging the male dummy skeleton in each motion even if i specifically ask for motions only.   Any feedback from experienced uders would be greatly appreciated.  Thank you!



I haven't tested ActorCore for UE5.4 yet but did you untick "import mesh" in the fbx import settings?
Here is another way to bulk import motions :



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Hi everyone, since I have already seen examples of text-to-speech and text-to-song here, I am sure you can give me some good tips on how to create a rap song with simple melody and beats. It should be royalty-free and usable for commercial purposes too - free or low cost with no automatic renewal and similar surprises. Thank you

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