Votes
0
Product:
3DXchange 7
Version:
7.7
Status:
Active
Issue 7687
Exported FBX foot placement does not match how it looks in iClone7 and 3DXchange7
STR:
- download the following .rlMotion
https://www.dropbox.com/s/5833f23wlurnyzb/chop_clip.rlMotion?dl=0
- add any character to iClone7 (v7.83.4723.1), such as the base female in CC3 (v3.32.3312.1).
- add the motion to the timeline in iClone
- click Edit in 3DXchange (v7.7.4310.1)
- select the frame range in the Collect clip section of the timeline in iClone
- right click and select "add motion to 3DXchange"
- in 3DXchange, click add to perform
- click the Export FBX button in the secondary toolbar
- select "GameEngine_Unity3D" in the target tool preset section
- check "include animation"
- sampling rate "30" FPS
- uncheck "include geometry"
- uncheck "embed textures"
- click Ok to export the file

- open the exported FBX in Unity 3D 2020+
- change the RIG to Human, delete the "Default" take, click Apply
- drag the scrubber to frame 30
- Expected Result: the characters' right foot remains on the floor as it does in both the iClone and 3DXchange viewports
- Actual Result: the characters' right foot lifts off of the floor between frames 20 and 40
OS: Windows 10
Attachment:
  • system info.png
  • 3DExchange.png
  • iclone.png
  • unity3d 2020.1.2f1.png
  •  1
  •  645
Submitted byvtoddw
1
COMMENTS (1)
vtoddw
I figured this out, it's not actually a bug, but rather I didn't realize that I have to bake the foot contact using the "bake reach key" command in the timeline in order for the animations I export to 3DExhange to contain the foot correction performed by the "foot contact" checkbox.

See my post for additional details: https://forum.reallusion.com/475320/iClone7-Animations-change-when-imported-to-Unity
1