Hello, I have some animations made for unreal, and I’m trying to import them to my character in iClone. When I do that, my character rig is wrong.
I have imported the FBX export from Unreal into Blender. From there, I export the FBX again with different settings, with Z up. However, my character still looks wrong and I can’t tell if it is axis, rotation, or bone structure.
Has anyone ever done this? If so, how did you change the axis or other settings?
May we ask whether it is necessary for you to create the animation in Unreal Engine? With the current workflow, importing the animation back from Unreal Engine may require additional adjustments to the rig, bone axes, and other settings.
If possible, we recommend creating the animation in Maya, Blender and Max as these applications provide a smoother workflow for transferring the animation back to iClone.
I am looking for more expressive animations that are pre-made and I saw some at the fab.com website that I really liked. Maybe I need to find more resources. I already know of Rokoko and Mixamo.
I tried this awhile ago, with applying cc4 animation to the UE mannequin. I believe it can work backwards also, you just need to import your cc skeleton into UE and use the UE skeleton/animation as the source, and your cc model as the target. Then export the animation Back into CC.
Video doesn’t appear to be working. Search “Retarget Animations FAST In 5.4 | Unreal Engine 5.4 Tutorial” by smartpoly on Youtube
I’m not sure why you’d export to Blender at all. I usually have good results by exporting the animation from UE as an FBX. Then in iClone, I drag the FBX onto the character and choose either the UE 4 or UE 5 skeleton. Does your character have the normal iClone/CC rig? If so, this should work.