Once again: the ability for the Iclone frame rate to be something other than 60fps.
I work at 24 fps, which is the international standard for projection and playback, and has been since sound was added to film (about 90 years ago). This is impossible in Iclone.
In order to animation at 24fps in Iclone, you must animate in 60fps and then export at 24 fps. This unfortunately means that any key frames are displaced from their original positions by whatever reduction process Iclone uses.
The only other option is to animate at 12 fps (every fifth frame) and let the 24 fps output "print up" and add an Iclone generated "inbetween frames" -- about 2.5 frames between any keys I might set.
Animation requires that keyframes are set where and when the animator requires them, and not at the discretion of the software. And, quite obviously, running Iclone at 60fps means taxing a system harder than necessary if all you need is a 24fps output. If you're that set on providing a 60 fps system, at least include some options: 6fps, 12fps,15fps,24fps,30, 60?
That being said, the ability to output at a various rates (as it is now) is very helpful. It means I can animate at 12fps, and export at 48 fps, for slow-motion effects, and still have the keys fall in the correct locations.
If you have a reallusion account please sign in and vote on this thread, the more votes it gets the quicker it should be implemented. Dear lord this is a must have feature.
I did some tests and the export Frame rate is totally weird.
I have a 3ds animation 1825 frame long, at 25 i/s
In Iclone7, the length is passed to 4380 frames, as it's 60i/s
If I export as is, at 60 i/s, I have in Unity a 4380 animation long, no problem.
If I export at 25 i/s, I should have 1825 images, but I have a 913 image long animation ! Crazy : it sped the motion 2x !!?
I tried to speed up the animation at 240%, to get back to my 1825 images.
When I export at 60i/s, I have my 1825 images long animation in Unity (1826 to be precise), but the speed is 60, so I need to slow it down, it's quite painful...
Please, do something about those broken framerates. It's VERY annoying.
I came here for the same question. I export in fbx to unreal ... but how can I make it export at 24fps?
2021 and this is still an issue? Unbelievable, It makes it so incompatible with my other programs. Custom FPS is a must. If we can export in it why can we not create in it? Makes no sense.
Cmon guys, if you want to compete in the professional animation marketplace then you need to do this. Don’t make me go back to Maya.