I have the same problem as this post .https://forum.reallusion.com/478351/Smart-Hair-CC3-character-to-UE4-issue?Keywords=hair All my software is up to date. My Workflow, cc3-ic7, the character and animation are imported to UE4 through export FBX, There's something wrong with the hair....More
Hi, I have a question. Why does my character's mouth not open in the Unreal Engine, even though his lips and face move? I've set up the Live unreal link and motion live to transmit movements in Unreal. The funny thing is, the iclone mouth opens and Unreal doesn't....More
As the title suggests, the animation output after custom motion and FBX export is not the same as what I was working on. Especially in the upper body, the phenomenon is noticeable, and all parts of the head, waist, chest, arms, etc. come out differently than before storage. I found this to...More
I have given a walk motion for a character in motion puppet. then I have given transform from one place to another place. But the character is not moving until the timeline has reached half of its transform position and after that, it starts moving at a fast pace. Why it's not moving until...More
Removing a Perform motion that changes a character's position then reapplying the same motion no longer causes the character's position to change. Example: 1. Open iClone and load the base male avatar. 2. Apply the Mason persona....More
Battle Mechs cause timeline to hesitate for a long time. I can't scrub in the timeline because each movement causes a long pause and then it jumps suddenly preventing me from fine tuning my animations. When this isn't happening then it's causing a system crash....More
When building a run/walk cycle in Iclone it is impossible to figure out the number of frames until it has been applied to the time-line. This is too late. It is impossible to animate in multiples of frames (e.g. 2 steps per 60 frames -- the old walking on 2's standard) without some form of...More