CC4 skeleton in Unreal seems to have some issues after import, arms/legs have wide gait issues.
Still haven’t figured out how to correct this if anyone knows.
Hi,
I tried using a similar motion in CC4 but didn’t encounter the same issue.
I’m wondering if it might be related to the character or the specific motion file.
Could you help confirm whether the same issue occurs if you apply the motion to one of CC4’s default characters, such as Kevin or Camila?
I’m importing the characters into unreal engine and applying a retargeted animation to them. The only work around currently is to adjust positioning of the legs and arms after the characters have been imported. This happens with every character imported, I’ve tried adjusting import settings and making sure the exported skeleton base pose is correctly set to A-pose for UE.
For animations created in iclone they work fine. For any animations that have been retargeted I have this issue.
Hi smwshort,
I’d like to confirm a few details so we can better understand the issue:
- Which versions of iClone and Unreal Engine are you currently using?
- When importing the FBX, did you use the Auto Setup workflow?
- From what you described, it seems that animations retargeted in iClone show the problem, but animations created directly in iClone and imported to UE work fine. Could you share the file format or source of the retargeted animation you are using?
Thanks for the clarification!
Using Iclone 8.54 and Unreal Engine 5.6
- When importing the FBX, did you use the Auto Setup workflow?
Yes, I’m using the Auto Setup plugin in UE to import the characters.
- From what you described, it seems that animations retargeted in iClone show the problem, but animations created directly in iClone and imported to UE work fine. Could you share the file format or source of the retargeted animation you are using?
I’m not retargeting animations in iClone, I’m retargeting animations in UE. If I export an animation I made in iClone it works fine, but if I use an animation from UE retargeted to the CC4 character, for example the basic walking animations provided in the 3rd person character template for UE, they have these wide gait issues.
I can work around this by adjusting the animations/skeletons inside UE so it’s not a gamebreaking issue.