By zodiaque1980 - 5 Years Ago
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Hi, i use cc3 to export fbx with A pose but when i import it in unreal engine it get back to T pose. Of course when i export it i make sure that i include A motion in custom motion. when i open the fbx file with a dcc like blender, maya and 3dsmax , the character is still in A pose but in unreal the skeletal mesh is in T pose. Please can you tell me why this happen and how should i do to fix this? thank you in advance for your help
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By Peter (RL) - 5 Years Ago
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Do make sure you are adding the "_OpenA_UE4" pose to the export panel and uncheck the box marked "Universal T-Pose Editing"
Note: You can find the "_OpenA_UE4" pose under Pose > Body in your CC3 Content Manager.
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By zodiaque1980 - 5 Years Ago
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By zodiaque1980 - 5 Years Ago
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Hi Peter, Thank you for your answer. First of all the pose that I found in cc3 don't have ue4 in it name instead I found this
And the export conf that I use is
Neither the _APose or _OpenA didn't work when I exported to unreal. It still keeping the t pose.
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By Rampa - 5 Years Ago
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You need to set the "Use TOAs ref pose" on UE4 import. That makes it use the first animation frame as the rest pose.
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By zodiaque1980 - 5 Years Ago
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Thank you both of you, Peter and rampa. I finally successfully import in A pose in the engine. Thank you rampa for notifying me to check TOAs option. It work !!!
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By JayNyqvist - 5 Years Ago
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Is "_OpenA_UE4" different from "_Open A" or "A Pose"? Which one must we use? Thanks in advance.
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By Peter (RL) - 5 Years Ago
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Yes, it is different. You want the one shown in the video below.
https://youtu.be/-qZsU5jaW2M?list=PLNV5zSFadPdmyOVE2c3RrOqLZS-KfiEZK&t=106
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