Iclone fails to export correct orientation of head bone of my custom-characterized character

Simply put, any head-rotation on my character (except for keyframes made with EML in the base layer, fails to look correctly when exported to fbx or live-linked to unreal.

I’ve done a test alongside the Aaron-character and mine. Aaron succeeds at all of these, whereas mine fails at all of these:

  • Export/livelink fails to have same orientation as iclone scene - - The head can get “Wrong Offset”, which is only visible if previewed with iclone live-link, e.g. head looks consistently way too far e.g. down
  • Expressions that use bone rotations don’t work (e.g. head_turn_up does not get exported with that movement, it only works visually in iclone).

All other bones than head-bone on my character works properly when exported/livelinked. But my headbone is called the same thing as Aaron’s: CC_Base_Head

I have multiple other iAvatars that I’ve made, with the same exact issue: the head doesnt export properly.

Basically, iClone seems to not really know how to bake and export my iAvatars head, despite clearly looking correct in the iclone project itself. It’s only outside the issues start.

I’d really like to know why my iAvatars is different only specifically with the head-bone and nothing else?

Hi…

If you believe there is an issue with iClone, then please can you report it in the Feedback Tracker and it will be investigated by the dev team. The Tracker is the best ways to get issues looked at and fixed quickly.

To help the dev team, please supply as much information as possible including steps to reproduce the problem. Also try to include links to download any relevant files such as project files or videos that show the issue first hand. Thanks.

Hi,

Neck offset might be due to inaccurate joint placement in AccuRig. You might want to take a quick look there.

If the issue persisted, please let us know the details or provide the file to support team.

Thanks!

Update: The issue does not happen if I delete any expressions that move/rotate the headbone. So e.g. deleting Head_Turn_Up, and all the rest of Head expressions, restores the functionality: no longer export/livelink issues with the head bone… but expression clips obviously don’t animate the head anymore… so it’s a not really solution