Eye Problems (Look At Camera, Pick Target) When Making A Motion Plus


https://forum.reallusion.com/Topic465876.aspx
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By JoeGideon - 5 Years Ago
When I am animating a character and using the look at camera or pick target function for the eyes, it works fine in iClone 7 (character looks where I make it look) until I do a collect clip and save the animation as a motion plus. 

When the saved motion plus is added to a character, the eyes vibrate, look in opposite directions and just do not function correctly. 

It seems to be the pick target that is the biggest problem. The look at camera does work initially, until you want to change the character's eye focus to another target. At that point the eyes will go crazy even if you set free and have them look at the camera again. I have reported this issue. 

Does anyone have a solution for this? 

https://forum.reallusion.com/uploads/images/b8b0f297-dc03-4598-9cdb-dd57.png
By JoeGideon - 5 Years Ago
I just converted the non-motion plus (smooth running eyes) animation into an FBX and imported in into Unreal Engine. The FBX converted animated eyes have the identical vibrate, look in wrong direction problem. I am very concerned now. Does anyone have a solution for targeting the eye direction and getting the animation to convert correctly to a motion plus (or FBX)?
By JoeGideon - 5 Years Ago
My earlier comment that Pick Target was more of a problem than Look At Camera is not true. After running more tests, the eyes are messed up (as a saved Motion Plus clip or FBX) using Look At Camera alone as well. It's very frustrating and I hope someone has a solution for targeting the focus of the character's eyes.
By snatolukas32 - 5 Years Ago
Im not totly sure what your problem is , just check my video. Look at  / pick target works fine for me. Maybe You doing
smth wrong on Motion Layers (timeline)

If VIDEO dosnt work, let me now(ill make as a public VIDEO. Its NON-PUBLIC Video. 

https://youtu.be/G4zuFjR7IB0


By JoeGideon - 5 Years Ago
Thank you Snatolukas32! I just watched your video. Are you able to export an FBX from iClone with the correct eye movement (look at camera, pick target)?
By StyleMarshal - 5 Years Ago
It is a known BUG and hopefully fixed in IC 7.9 :-)
By JoeGideon - 5 Years Ago
Thanks Bassline303 
By JoeGideon - 5 Years Ago
I wrote to one of the Reallusion staff who gives tutorials and explained the bug - here was his response:
'Unfortunately you can't use the Look At Camera function when baking the animations, because the data will conflict with any new cameras you have in your scene.  What you can do is have your character look at an object instead of a camera and that should fix it."
So I tried his solution - I set up an animated character in iClone and added a sphere, reduced the sphere down small, positioned the small sphere in front of the character. I made the sphere into a dummy object. I used the PICK TARGET function so that the character looks at the dummy sphere object. When I ran the animation in iClone, everything looked correct, smooth animation and eye movement (eyes and head focused on the invisible sphere).
HOWEVER - when I did a collect clip and added the animation to the library as a motion plus, deleted the original animation and added the saved motion plus to the character, I got the "crazy eyes" result (eyeballs shaking and looking in wrong directions). Clearly his solution doesn't work, unless I am missing a step here. 

Not sure why there is a white background on this post - sorry 
By r78zj99 - 5 Years Ago
hi all, great video as well


I am not 100% sure but I did a small test myself

and realise where you maybe going wrong

you have to save two motions than just one!

I am going save as project test to see what happens

here are my steps below

1.set up your scene

2. save project file

3. click new button

4. load up the project file again


here's what's in my scene    this is the cameras     view point       1. project, 2. switcher, 3.camera transform


the cc3 view point is 1.cc3, 2.collect clip, 3.tranform, 4. motion


it's works the same way as before even when switching from cc3 to camera

moving the slider

to see recorded motions 

1. pan to pan
2. zoom to zoom
3. tilting

if following a path, yes they all worked



maybe, I am missing something here as well.





from Alan




By JoeGideon - 5 Years Ago
I have no idea what you're talking about, and suspect that you posted to the wrong thread. If I'm wrong, could you please clarify? 
I am reporting a BUG that if you animate a character using the PICK A TARGET, or LOOK AT CAMERA function, the animation looks correct in iClone, but when saved to a Motion Plus (or exported as an FBX), the eyes badly malfunction. 
By animagic - 5 Years Ago
When you do your Collect Clip for Motion Plus, do you have "Bake Constraint Key" checked? If you do and it doesn't work then it is indeed a bug.

Here is the relevant manual page: https://manual.reallusion.com/iClone_7/ENU/Content/iClone_7/Pro_7.4/09_MotionPlus/Body_Motions_Constraint_Keys.htm.
By JoeGideon - 5 Years Ago
Yes - Here are the settings. This eye problem happens both when making a Motion Plus and exporting the animation to FBX. It happens both with LOOK AT CAMERA and PICK TARGET. 

https://forum.reallusion.com/uploads/images/419ab80e-dd66-4b7a-be88-197c.png
By JoeGideon - 5 Years Ago
I just posted a video showing the problem. In this example, the character is looking at a sphere that is made invisible (dummy) and tracks the movement of the sphere using the PICK A TARGET function. This animation was then saved to the library as a Motion Plus, and then added back to the same character that had the animation removed. You can see the eyes malfunction clearly here as they bounce up and down independently of each other. Also, as a side note, the ball was not bouncing at all, but merely key framed at one side and then the other. The character should only be looking from side to side.

https://youtu.be/qb7qSiVD_Ek
By StyleMarshal - 5 Years Ago
There are 2 ways to get around it (Unreal only)
1. Use Live Link
2. In UE4.26 you can use an "Aim Controller" , with the "Aim Controller" you can make the Character "look at cam" or "head to cam" or any other object or both (like in IClone) (Unreal only)

Will do a Tutorial "what to do" , when LL for UE4.26 is out.

:-)
By JoeGideon - 5 Years Ago
Thanks Bassline303! I am testing Live Link now and trying to find the optimal settings to get a smooth result with no skipped or doubled frames. FBX seems much more consistent and accurate than Live Link so far, and I hope that Reallusion will fix this bug quickly.

I would appreciate a tutorial on the "Aim Controller" in Unreal Engine! I look forward to it. Thanks again!
By StyleMarshal - 5 Years Ago
I am not sure if it is a RL or UE4 problem , what I know is that Epic fixed something in Sequence Recorder in UE4.26 ... have to wait for LL to test it.....
By Auroratrek - 5 Years Ago
Drat, I was hoping somebody had a solution for this--I'm having the same problem with the eyes bouncing around when they're supposed to be "looking at" a fixed point. I had the character looking at a small sphere, and it worked fine in iClone while it was "looking at" the sphere, but no dice for exporting to FBX. Within iClone I tried flattening, baking, sampling, exporting to 3DX, etc. etc. and nothing seems to work. The only export method that seems to work is Alembic, but of course the file is over 20x the size. Like others, I  got the Pipeline suite so I could get animated characters into other programs--in my case Cinema 4D. These past days I've been binge-testing/learning CC3/iClone and I found a lot to like. I got all the way to Cinema 4D and was just about to declare victory when I slammed into this Look At wall. Of all the problems I thought I'd be unable to solve, that's not the one I was worried about, this seems like it should be a basic function.
By StyleMarshal - 5 Years Ago
I am a C4d user too and I am having the same problem with the eyes when exporting via FBX.
The only workaround right now is to do the "look at"  with constrains in C4D.

Also in UE4 I am testing to do it in UE4 itself , with aiming.


By JoeGideon - 5 Years Ago
Hi Auroratrek
Please go to the link below  and vote for this issue. If we work together, we can get Reallusion to address this serious BUG:
https://www.reallusion.com/FeedBackTracker/Issue/Eyes-Shake-and-Look-in-Wrong-Directions-When-Animation-Exported-To-FBX

If you know any other Reallusion users, please call their attention to this BUG and encourage them to vote also, thanks!
By Auroratrek - 5 Years Ago
Voted! I'm actually pretty new to using iClone--I've been looking into it for a long time, but have only recently really sat down to bang out a workflow, and I was very excited by how far I got, but now very disappointed that iClone stumbed right at the finish line on something so simple, but necessary.
By Auroratrek - 5 Years Ago
Bassline303 (12/22/2020)
I am a C4d user too and I am having the same problem with the eyes when exporting via FBX.
The only workaround right now is to do the "look at"  with constrains in C4D.


Hi Bassline, could you describe how you use constraints in C4D for "look at"? I've been trying, but the axes of the eyes seem all wonky and backwards.
By Auroratrek - 5 Years Ago
Auroratrek (12/23/2020)
Bassline303 (12/22/2020)
I am a C4d user too and I am having the same problem with the eyes when exporting via FBX.
The only workaround right now is to do the "look at"  with constrains in C4D.


Hi Bassline, could you describe how you use constraints in C4D for "look at"? I've been trying, but the axes of the eyes seem all wonky and backwards.


Acutally, I figured out a relatively simple solution in C4D: I used Group Object on each eye null inside the bone hierarchy and used Enable Axis to swing the Z axis around to point forward, and put a Target tag on each of the new nulls. Seems to work pretty well.
By JoeGideon - 5 Years Ago
I'm trying to work around the eye bug by using Live Link and recording the animation in Unreal Engine. It does solve the eye problem, but the animation isn't nearly as smooth in Live Link as in FBX. I hope that Reallusion fixes this eye bug quickly, considering that their next release is supposed to work as a pipeline to Marvelous Designer and Unreal Engine. In addition, it's horrible that I can't save my animation in iClone as a Motion Plus without the crazy eye bug. 
By AutoDidact - 5 Years Ago
@Tim  your C4D based workaround for the "Look at" export failure.
is a perfect example of why I prefer a full 3DCC application
over Game engines as external  rendering environments for Iclone
animated figures.
As much as I love Iclone for animating people,we have to acknowledge its (often severe) Limitations in many areas.
Such as no curve editor support for facial phonemes.😒
However Blenders ,far superior, curve editor can access My CC3 Avatars facial animation keys for further editing in Blender if so desired.
Just one example of how Iclone's  limitations can be easily overcome after FBX Character export into a pro level 3DCC Like Maya,Blender or Maxon C4D.
WHile there are some really useful paid Character animation plugins for Unity such Umotion pro &final IK.
and others for UE4
Game engines are essentially realtime playback environments
with  comparitively very limited native tools to overcome any major problem with and already animated imported Character.
By JoeGideon - 4 Years Ago
The holidays are over it's a New Year and I hope that someone from Reallusion will address this problem. Exporting the animation correctly to FBX is extremely important. I have reported this problem here, to customer support and to the Feedback Tracker and I am still waiting for someone to fix this bug. 

Again, here is a link to my YouTube video demonstrating the eye malfunction when doing an FBX export from iClone:

https://www.youtube.com/watch?v=qb7qSiVD_Ek

https://forum.reallusion.com/uploads/images/d3016950-2db3-4c51-ac3b-8775.png

By Peter (RL) - 4 Years Ago
JoeGideon (1/5/2021)
The holidays are over it's a New Year and I hope that someone from Reallusion will address this problem. Exporting the animation correctly to FBX is extremely important. I have reported this problem here, to customer support and to the Feedback Tracker and I am still waiting for someone to fix this bug.


Hi...

Thank you for the feedback. If you have reported the issue in the Feedback Tracker it will be looked at by the iClone team. You will then get a status update once the issue has been fully investigated.
By cly3d - 4 Years Ago
This is not fixed yet - even in the latest iClone version.
I believe it's been an ongoing issue since 2017?(!)