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?