Votes
0
Product:
iClone 7
Version:
7.01
Status:
Released in 7.3
Issue 3539
Root motion is not exported to .fbx and so is incompatible with Unreal Engine 4
I am trying to use iClone to bring characters and animations in to Unreal Engine . Specifically, I am using CC2 to create characters, Perception Neuron Solo to record animations, and 3DXchange to convert existing animations to the iClone standard.

I have been successful in importing characters as when you export from iClone 7 there is an option to match the UE4 skeleton and this includes the root bone. I can then use existing animations which have root motion - this is great!

The problem is with exporting animations from iClone. They match the skeleton, but exclude the root bone animation track. If there was root motion in the animation file then the root bone would be directly under the hips and a red line would trace the avatar's path.

I have also tried exporting using 3DXchange. This also does not include root motion and, in addition, does not match the UE4 standard skeleton. If it were able to export root motion I would consider batch converting all of my existing animations and using the 3DXchange skeleton, but at the moment there is no benefit to that.

I've tested to see if it is my animations by importing an animation which I know to have root motion to 3DXchange and exporting it for UE4. I find that the root motion has been removed.

This seems to be a bug with the FBX export in both iClone and 3DXchange, because the functionality in iClone strongly suggests root animation. For example, the ability to "align > root". Further, the export license and ability to export for "Unreal" strongly suggests compatibility with UE4. No root motion means no compatibility.

Software details:
iClone 7
iClone 3DXchange 7 Pipeline
Character Creator 2 for iClone
CrazyTalk 8 Pipeline.

All software is updated to the most recent patch.
OS: Windows 10
Attachment:
  •  24
  •  11310
Submitted byAstonALIVE
COMMENTS (24)
Feedback Tracker Admin
Dear all,

We have added the root motion export to the next release of iClone and Character Creator, it would be added with the Unreal preset.
Since the root motion was used only in Unreal, so when you export a fbx and selected the Unreal preset, iClone and CC will automatically save the hip motion to the root.
If this solution is not exactly as you expected, please leave comments here, and see if we have time to adjust it.
Thank you all for your patience!

Reallusion
AstonALIVE
Just to give some context, I first reported this problem 09/06/2017.  
shysnake
Just adding my vote to the pile.

Dear Reallusion, do you have a deadline on fixing this issue please? I just bought a ton of your animations during your sale event, and discovered that I can't really use them in the game I'm working on. That's a giant let-down. Please fix this issue.
dogged2003
Dear RL!
Have you set a date for correcting this misunderstanding? It also hinders the work very much. See my applications for the Curve Editor. Animals lose root displacements!
Thank you.

>>> Feedback Tracker Admin Mar 8, 2018
>>> Dear AstonALIVE and All,
>>> 
>>> We have awarded that we didn't carry the root motion when exporting fbx. Our product team will discuss about the implementation in future releases.
>>> Thank you for your patient.
>>> 
>>> Reallusion
cato_135
Dear Reallusion Team,

I would be really happy to hear about a progress in this matter, because I decided to stay with Unreal Engine for my game project. 

I like iClone a lot, but root motion is a must have for my project. So my decision to stay with iClone strongly depends on how it plays together with Unreal Engine.

Fixing this issue asap will make me stay your happy customer!