I've already talked with support about this and was informed that the only way this is currently possible is to export the character as an FBX with animations then import into 3DXchange as a prop ( do not characterize it). This is ok unless you want to see real-time action such as using mocap...More
I’m surprised that a problem that has been reported since 2017 is still not resolved (https://www.reallusion.com/FeedBackTracker/Issue/Mixamo-fbx-import-issue and https://www.reallusion.com/FeedBackTracker/Issue/unable-to-export-FBX-mocap-from-Mixamo-to-iClone). I followed these 2 tutorials...More
We were experiencing weird/glitchy animations when playing the animations back in 3DXchange. Now we aren't experts on this program so we thought it would be best to contact you directly. I imported the animations like normally, and when playing back different parts of the joints start having...More
I understand 3DXchange has joint rotation but that just distorts the model if you rotate 180 degrees and you can only see changes when "Active" is not checked. In my opinion I believe this is an essential function to allow more compatibility of non human creatures to be able to use mocap or...More
I am working with a character exported from DAZ who's exported facial morphs no longer match what I am seeing inside of 3DXchange. In the attached images, you can see the 'Ah' viseme applied to character inside of 3DXchange and MODO respectively. For the latter, you can see the lower lip goes...More
Hello Reallusion! Hope you are doing well, While converting 3d model (fbx/obj) into iclone 7 format (i.e Prop to Non Std Character) one of the hand is going out of the box in character profile section due to which mapping can't be possible and hence can't convert it into .iavatar format...More
Why I export animation ONLY with 'not include mesh' option,but there is still a lot of empty nodes (U can see the picture) I expect the animation FBX Olny include bones and animation...More
I need to export and import model in cc3(3.4 version) and this is why.(For u3d) when i export model with 'mouth open as morph'(its been 'game base'),the rootbone name is 'root'. but when i export animation only from iclone7 by 3dxchange,the rootbone name changes into 'CC_Base_BoneRoot'...More
[1] Iclone morphs applied to Genesis8 base head and exported [ see image for settings used ] Drag fbx from Daz[ 4.12.06] into 3Dxchange [ 7.61.3619 ] Imported figure seems ok except eyelashes are not correctly placed....More