export to fbx with custom pose
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By alan.bartlett
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7 Years Ago
hello, I'm trialing CC with a view to buying but am having a problem finding a way to export a character with the pose that I've created in CC. I just want a mesh form at this stage (.fbx or .obj) but when I export the pose reverts back to the classic "T". Can anyone point me to the right setting?
Many thanks, Alan
By Peter (RL)
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7 Years Ago
Hi Alan
CC3 will always export the pose that is set as the default. This is normally the T-Pose but you have a couple of options to export your custom pose.
So you can either export with the custom pose loaded into the Import Motion section of the export panel (see below). Alternatively you can click the "Edit Pose" button from the Modify Panel > Motion Pose tab and choose "Set as Default" to set your custom pose as the new default pose.
By alan.bartlett
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7 Years Ago
Hi, thanks for getting back to me however neither of the suggested solutions had any effect and exporting to fbx after following these instructions still resulted in the classic "T" pose.
By Peter (RL)
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7 Years Ago
Hi Alan
Apologies for the confusion. The second solution I gave "Set As Default" only applies to export as .iAvatar. As you are exporting FBX this won't apply.
:Whistling:
However the first solution to include the pose in the export panel should work fine. Do remember that the custom pose is exported as an animation clip so you will need to load the clip to your avatar once opened in your target tool. Depending on the 3D software you using, your avatar may open in a t-pose but you can then apply the custom pose that is included in the FBX.
By alan.bartlett
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7 Years Ago
Hi Peter,
I'm importing the .fbx into a 3D CAD program and, even though it's fairly top end, I don't think it can read the animation data. I'll look in more depth later.
By Rampa
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7 Years Ago
I believe I found a way to do this that will have the your pose instead of the T-pose.
Create and save your pose in CC3 Pipeline.
In the FBX panel choose to include a motion. Then add the pose you just saved to the list. Make sure that the "Tpose" thing remains un-checked. Export.
The skeleton will be in the pose when imported into another app. Here it is in Blender,as it imported without playing any animation.
By 4u2ges
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7 Years Ago
Made this a little while ago.
Same thing practically as guys suggested
https://forum.reallusion.com/FindPost386521.aspx
By Anonymous
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6 Years Ago
hey guys I followed rthe advice but blender still not imports it correctly ( the animation is still in T-pose first) and it is an huge problem for my pipeline.... any suggestions?
By 4u2ges
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6 Years Ago
reilandfourny.francois (10/19/2019)
hey guys I followed rthe advice but blender still not imports it correctly ( the animation is still in T-pose first) and it is an huge problem for my pipeline.... any suggestions?
Most likely you have skeleton in Rest Position in Blender.
Switch to Pose Position.
By Anonymous
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6 Years Ago
thanks for the quick reply but that wasn't it... maybe I should explain it a bit better... I can indeed go to the other pose, but I actually want to display that pose as first pose as in your video. But he's first in T pose and what I want I want is he's in A- pose for better editing later.
here is a video for demonstration that I recorded.
https://www.youtube.com/watch?v=0BaC34LuPQU&feature=youtu.be