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This is currently the best crowd generator to use with iClone, and on sale!

Posted By Rampa 9 Years Ago
Rated 3.7 stars based on 3 votes.
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This is currently the best crowd generator to use with iClone, and on...

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Kelleytoons
Kelleytoons
Posted 7 Years Ago
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Crap, I thought one of these talked about how to do it.  I'll leave them here anyway, but the answer is when you import checkmark "Import Animation" (and use 12 as your framerate) and when you export make sure you checkmark "export animation".  I'll see if I can put a screenshot:

https://forum.reallusion.com/uploads/images/9fe2aa3f-0b6d-4cc7-be69-d4f6.png









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joel.lovell
joel.lovell
Posted 7 Years Ago
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I was trying this out. I also remember somewhere that Warlord had a tutorial I think - will have to ask him. I'm stuck on one step - I import into 3DXChange, and when I try and send to iClone, it arrives, but is not animated. What am I missing? When I try and convert to non-standard character first, it gives an error about similar node names or soemthingand still doesn't animate in iClone. Suggestions? Or link to detailed tutorial video? :)
gordryd
gordryd
Posted 8 Years Ago
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I am working with AXYZ tech support on the issue of my characters imported in all different orientations, so I went ahead and sent them FBX exports from all 3 Reallusion packages I have, as follows:
  • iClone.zip (iClone.fbx) - Base character exported with standard iClone (V7.2) settings (Actually iClone does not do a 'native' export - the default is 3ds Max, but can also do Unity, Unreal, Blender, etc.  I used 3ds Max since that's what iClone defaults to)
  • CharCreator.zip (CharCreator.fbx) - Base character exported with standard Character Creator (V2.3) settings
  • 3DX.zip (3DX.fbx) - Base character exported with default(?) 3DXchange (V7.2) settings ('Custom' setting?  May have been modified, not sure...)
Let's see if they add an 'iClone/Reallusion' import selection...


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See all the G-Tools Plug-Ins available for iClone here: G-Tools Plug-Ins


rollasoc
rollasoc
Posted 8 Years Ago
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Current Facebook conversation with AXYZ.



So if anyone has any characters to aid AXYZ's process, that would be nice.


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Rampa
Rampa
Posted 8 Years Ago
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Different engines have different "up"axiis as well. I assume the UE4 export from CC is setting Y as up, as that's what UE4 uses. iClone is Z up.
Rampa
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In the Anima import,, make sure you have "Automatic rotation" set to "Yes".
https://forum.reallusion.com/uploads/images/2155cc05-347a-447c-8621-91cd.jpg

The skeleton is the same bones no matter which preset you choose. But they some do get renamed. I suggested the UE4 because it renames exactly the 16 bones you need to retarget. Makes it easier.
Kelleytoons
Kelleytoons
Posted 8 Years Ago
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Since it's working for me I don't know what to tell you.



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gordryd
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Thanks for the reply KT.  I did set up the bones for Unreal and used the matching per Rampa's diagram.  As I said, it worked before -- now using presumably the same export settings in CC, I get the following:
https://forum.reallusion.com/uploads/images/16558083-4b80-40e6-9ecb-8a66.jpg

https://forum.reallusion.com/uploads/images/66ebac5a-c3ab-4db9-b72e-80ee.jpg
Both these were exported from CC & imported into Anima exactly the same way...not sure what is happening?

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Kelleytoons
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Okay, it's simple (sort of) -- just export from CC using "Covert Bone Structure for Unreal 4 Rig" and then match up the correct bones (always tricky -- here the "pelvis" is the hip bone, "Spine01" the spine; and the usual collar/shoulder bones are the upper arms).

All is then well.



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Kelleytoons
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The neck *might* be a bone issue -- make sure you have the right bones mapped (the default choices aren't necessarily the right ones).  But you can also adjust the neck inside of Anima at the import stage.

I've never imported a CC character -- I don't own the export rights for any clothing -- so I can't say exactly what the issue is.  I have few problems importing any other characters (particularly Daz ones or Mixamo ones, which are the only ones I've tried) as long as the bone assignments are correct (again, not intuitive -- for one thing, the "chest" bone is NOT the correct bone to use for chest, but rather the spine one, and the chest IIRC is used for Spine 01 or some such).

I'll see if I can import a naked CC into Anima and what might be happening.



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