iClone 7
Issue 3605
"Look At Camera" Motions are not captured in FBX Export
If you make an avatar look at a panning or moving camera, the motion head/eye weight that is then available in iClone is not exported as part of an FBX file. Would like to see the motion either be baked into the FBX (like soft-cloth can be baked), or have it exported as the avatar's animation.
OS: Windows 7
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Submitted byTonyDPrime
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Had this issue when exporting an FBX to Unreal - was pretty frustrating. Solved it by having the character look at a sphere, then turned on the Bake Constraint Key option before export. Works like a charm (at least for .FBX to Unreal):

Here's the link to find the Bake Constraint Key:
I am having the same issue now mid 2021!

This is really bad!
I am having this look at camera eye problem also. When I animate a character in iClone 7 and use look at camera, set free, pick target, set free, look at camera, etc. I get a good result until I attempt to do a collect clip and turn the animation into a motion plus. When I do a collect clip, I play through the animation, then save the animation as a motion plus with all the correct boxes ticked. When I import the saved motion plus, and play the animation, the eyes vibrate and look in the wrong directions. This is a huge issue as I need to save the motion plus for use in Unreal Engine. Please Advise
  • Screenshot 2020-12-12 193521.png
Thanks for the opportunity to further detail my finding for the iClone community.
Also, I have made an additional discovery, if you try to export such a motion sequence to a iMotionPlus file, "it" will also not work.  
My "it" is a Direction Puppet Head Movement + Face Key Expression + Look at (Panning) Camera 


1) create scene (TEST SCENE 1) with 1 CC2 avatar, face close to Preview camera
2) set up scene with camera, and have avatar "Look At Camera"
3) set Look At Weight bias to Eye (extreme left side of slider)
4) set up cam to pan, say at a 45 degree angle, from avatar's right side of face to left during the course of the sequence (ie frame 0-1800)
5) Use Direction Puppet tool to add a movement to the head (ie nodding left to right in a circle pattern)
6) Use Face Key to add expression action to the face
7) Use Collect Clip in Timeline to capture the motion as an iMotionPlus file
8) Save TEST SCENE 1
9) Export avatar & camera as an FBX file (ie to Max, Maya, etc, as "TestScene1")

To Test iMotionPlus
10a) Right-click on avatar and delete object animation
10b) confirm that there is no Look At Cam setting applied, but confirm that the panning camera view is still active, so that avatar is in cam's view entire sequence.
10c) Import the previously saved iMotionPlus motion onto the avatar
10d) Play the sequence through, in my tests the character will show the (a) Direction puppet head motion and the (b) face key expressions, but will not be (c) looking at the camera

To Test FBX
10a) Import TestScene1 to Max, Maya, etc.
10b) View scene from the imported Camera 
10c) Play the sequence through, in my tests the character will show the (a) Direction puppet head motion and the (b) face key expressions, but will not be (c) looking at the camera

*I found if it was a pure pan Look at Cam + with Direction Puppet head motion, but NOT the Face Key expressions, it actually can be saved as a iMotionPlus/exported as FBX, and retain the Look At Cam action.  But, once you attempt to combine Look AT Cam and Face Key, it seems the issue arises, as the Look At Cam is removed.

Feedback Tracker Admin
Hi, TonyDPrime,

Could you please describe the issue in a detailed step-by-step operation for us to reproduce, 
thank you.

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