Characterization/Import animation in CC4 issue

Hi there,

Why is is sooooo complicated to get something that take few clics in 3DXChange… If someone could help me regarding what’s I’m doing wrong with cc4.

It works with 3dxchange (I tested it)

The problem is that CC4 doesn’t recognize the human bone structure instead of 3DXChange that it recognize it when importing… Why???

You do not need that load of extra steps you are making there. And you do not need CC.

Since RL provides us with Mocopi re-targeting profile, just go to iClone load any character and then use Import > Import External Motion from File menu to load your BVH.

And you do not even need any character on stage if you do Import > Convert External Motion

Doesn’t work…
It’s the new mocopi pro and I use the XYN motion studio.

This is the fbx file :
https://www.dropbox.com/scl/fi/h60veb84mqe0pou0ztz8o/MCPM_20250405_114336.zip?rlkey=k5y4ja0hixiut72zpaxx4hpa9&st=0d7xo8er&dl=0

In this case you need to make a compatible Mocapi profile in CC4 from a T-pose.
And it’s not a bone structure you are looking at on a screenshot those are dummy accessories created for visualization. Bones are in Bone Manager applet from Window menu.

Here’s I quickly made one… not sure how good it is, but works with CC characters. And if you place it in iClone 3DXprofiles Assets folder (C:\Program Files\Reallusion\iClone 8\Program\Assets\Share\CharaterizeProfiles), you would be able to apply to characters in iClone (need to restart iClone).

https://vimeo.com/1072856371

FYI profiles made in 3DX will NOT work right in most of the cases in IC8/CC4
New Profiles have to be made in CC4

Thank you very much it works with your profile. Is there a tutorial how to do this profil in CC4 ?
I tried to make one but I get this…

As you can see with your profil , this is the best result I get with Mocopi pro.
I never get this with rokoko , neuron V1 or video to mocap…

Here is a base one you may follow. This is for characters but for the dummy you may want to import T-pose FBX (if I do not have one, I usually be able to extract T-pose from motion FBX in Blender by switching to Rest Pose - which is what I did with your file)

Thank you 4u2ges . I have no problem to characterize . The problem is the T-pose to characterize.After watching 8 blender tutorials I finally found it to get a rest T-pose. Blender is a disaster to learn , all the shortcut showed in the tutorial doesn’t work with my blender 4.1.
Finally, I saw a comment that had the same problem and explained how to do it without shortcuts. Blender will never become a benchmark as long as developers focus on keyboard shortcuts rather than menus/icons. Ton Roosendaal said in a video that icons are for newbee.
For my part, artists work with icons, but that’s another topic. :wink:

Just to show this is how my armature lookslike in T-pose is in blender :

And this this After exporting the armature and import in CC4 :

crazy… :thinking:

Yeah, it’s a matter of getting used to things in Blender :wink:

But if you check Automatic Bone Orientation on FBX import, the armature would look more “traditional” in Blender.

P.S. another weird issue at this forum: it stops creating clickable image links where you see the full size of the screenshot!

How can we see the details of a large screenshots??

Thank you !!

I rightclick and open in a new tab the screen shot. The real size is showed.

Oh, thanks :smiley:, I did not think of that because it use to be clickable and stopped at some point…

In chrome browser I, right click>open image in new tab, and it opens full size.

Marc was first :stuck_out_tongue_winking_eye: