Auto Setup 1.02 for Unity reverts animation changes


https://forum.reallusion.com/Topic447710.aspx
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By sabrx - 5 Years Ago
Hello, the latest Auto Setup 1.02 for Unity 2019.3 (3D) reverts animation changes, even if the tool is turned off in Tools menu. Any changes I make to the animations (e.g. set Loop Time, Clamp Ranges etc.) are always reverted back despite confirming them. It must be the plugin that's doing this, because I reverted back to version 1.01 and it started to work again. I am using 3DXchange for exporting multiple animations, all in one file. It seems that the plugin is ignoring its enabled/disabled state and still working in background, which is undesired.
By Miranda (RL) - 5 Years Ago
Hi sabrx,

We are checking the issue now. Thanks for reporting!
By sabrx - 5 Years Ago
Great, I hope it will be resolved soon. You could also have a look at animation times, because either Auto Setup, or 3DXChange does not process them correctly - all animations are set to start at frame 1 and end with the latest frame, e.g. if animation 1 start at 1 and ends at 30 s and animation 2 ends at 60 s, then when I export from 3DXChange and import into Unity, both animations end at 60 s and I have to manually Clamp Ranges in Unity. Eventually, that's how I found out the above issue with auto setup.
By Miranda (RL) - 5 Years Ago
Hi sabrx,

It's confirmed that the settings are not applied as you pointed out, we will further check the root cause and get it fixed soon. 

We also noticed that you used 3DXchange because you want to export multiple motions along with character. However, 3DXchange-exported FBX doesn't contain the json file we use for processing the Auto Setup. We suggest using iClone and CC for exporting FBX. 


Miranda
By sabrx - 5 Years Ago
Hi Miranda,

thank you for your suggestion, but that's not good workflow - iClone is able to export only 1 animation with a character, right? That means I would have to export them one by one, which is very impractical and there are also space limitations - if one CC character takes about 100 MB, then that would be 10 GB for 100 animations, which is an overkill. My current workflow is to export a character twice - once from CC or iClone without animations and once from 3DXChange with all animations included, and then remap animations in Unity. If there is a better workflow to do this, please tell me.

Best,
Erich
By StyleMarshal - 5 Years Ago
With CC3 you can export as much Animations as you want with the Character and the json file is saved.

https://forum.reallusion.com/uploads/images/3b9f4d21-d76d-4363-8095-c101.jpg
By sabrx - 5 Years Ago
Thank you, I never noticed this feature in CC 3, because I automatically select only Mesh there! If that works as expected, that would be awesome. And then I am asking myself, what is actually 3DXChange good for? I always thought this was the only solution for exporting multiple animations, as was also posted somewhere on the forums here.
By StyleMarshal - 5 Years Ago
3dxchange is good for converting different meshes or skeletons into the IClone world :-)
By sabrx - 5 Years Ago
OK, good to know - I didn't use it for this purpose yet. But it is quite crazy that iClone is animation software and doesn't allow you to export multiple animations and CC 3 is designed for character modeling and allows you to do that.
By luke (RL) - 5 Years Ago
sabrx (6/15/2020)
Hi Miranda,

thank you for your suggestion, but that's not good workflow - iClone is able to export only 1 animation with a character, right? That means I would have to export them one by one, which is very impractical and there are also space limitations - if one CC character takes about 100 MB, then that would be 10 GB for 100 animations, which is an overkill. My current workflow is to export a character twice - once from CC or iClone without animations and once from 3DXChange with all animations included, and then remap animations in Unity. If there is a better workflow to do this, please tell me.

Best,
Erich

You can delete all the textures for saving space. And I made a small plugin for iClone which can allow you to export multiple fbx in the same time.
https://youtu.be/s2MGg9O6BhQ
and here is the script
https://drive.google.com/file/d/1mtpF50kv-ub71wWn8yTwV3iGZe5o8qm9/view?usp=sharing
I hope it helps you, thanks
By michael_571550 - 5 Years Ago
Hi - I am experience the same animation import settings problem

Is there any workaround for now? Any ETA on the fix?

Thanks
By sabrx - 5 Years Ago
The workaround is to switch back to 1.01 :-)
By Necka - 5 Years Ago
Hi,
The tool actually impact FBX that I import in my project even though they are not Iclone/CC related and are not imported in the CC Asset folder.

The tool is touching things it should not, I hope you can fix that soon
By Miranda (RL) - 5 Years Ago
Necka (6/29/2020)
Hi,
The tool actually impact FBX that I import in my project even though they are not Iclone/CC related and are not imported in the CC Asset folder.

The tool is touching things it should not, I hope you can fix that soon


Hi Necka!

It's fixed in version 1.1. Please download the tool, and try again, thank you!
https://www.reallusion.com/character-creator/unity-auto-setup.html
By Miranda (RL) - 5 Years Ago
sabrx (6/27/2020)
The workaround is to switch back to 1.01 :-)

Hi sabrx, michael and others,

It's fixed in version 1.1. Please download the tool, and try again, thank you!
By bmacdonald1986 - 4 Years Ago
Hi Miranda, was this problem ever resolved? I am having similar issues now with modifying animations to loop in Unity. When you apply the settings to the FBX import, the settings are reverted to the import default (no looping). 

Thanks
By sabrx - 4 Years Ago
I can confirm that version 1.1 works flawlessly in Unity 2019.3.13f1. Maybe you have Auto-processing enabled during the editing. You better disable it and then do the changes.
By Miranda (RL) - 4 Years Ago
May you double check the settings that sabrx mentioned?
Open the Settings panel (Tools menu > Character Creator & iClone Auto Setup) to make sure the "Auto-Processing" option is unchecked.