It's very surprising that exporting an FBX results in just a single animation clip containing the entire timeline. Unless people are really creating one iClone project per individual animation, a far simpler workflow would support labelling portions of the Timeline, such that labeled regions...More
Today I was attempting to export and send an animation (.fbx) file to be imported into Unity, but a teammate of mine showed me that the range of frames I flagged in the timeline had also exported the lip sync from the very next animation, though the lip sync was not included in the flagged...More
We need the option to batch export all motion clips for a selected character as individual .fbx files to make iclone viable in a video game pipeline. Currently each clip has to be selected, the animation range is then set to the clip, and then you can export it. It's a pretty painless process...More
Think fast, video AI based on keywords is just around the corner. If people can, they will - drop manual animation and native rendering for a complete solution at a fraction of the cost. This is perfectly fine, no worries of the possibility of users ditching ic8 or cc4 in the future, because...More
Maybe since this can be added to UE5 maybe iC8 should have it as well. It should also enable users to use VR with iC8 for walkthroughs etc. https://www.youtube.com/watch?v=KaAxGr_xck4&ab_channel=BadDecisionsStudio I've suggested to other artists that they could potentially scan an entire...More
OK so I can’t seem to understand why you’re more focused on unreal and it seems like Iclone8 is just a $500 unreal plug-in I see you doing more tutorials on using iClone in conjunction with Live links and unreal but unreal is a free piece of software, so I am a bit confused on why you’re focused...More
I posted about this in the forums here: https://forum.reallusion.com/543814/Metahuman-Dummy-Apose-UE4-vs-UE5 In iClone, the included A-pose is from UE4 and does not match the current UE5 Metahuman A-pose. Please update the pose....More
I am exporting a character to UE 5.3 and using Subivision Mesh. If the subdivision Level is 1 or 2, then the character is successfully imported into the UE, but I see errors in the log, see file SUB12_Err.txt If the subdivision level is 3, then the import into the UE ends with the crash of...More