Iclone x Blender Datalink animation pipeline- ISSUE

Blender rigify is a hundred times better and smoother for animating characters than Iclone. But, Iclone has 2 things that I need.

  1. very quick hand gestures through “Edit motion layer”. Creating hand gestures in blender through the rigify rig is slow and unintuitive.

  2. Lip Sync template options in the iclone HD face control plugin. They don’t appear in rigify’s face control.

This situation is funny because I cannot animate in blender without iclone, and I also cannot animate in iclone without Blender… So I had an idea to sync poses through blender pipeline’s live data link. The plan is to send poses back and fourth between the 2 softwares until I have what I need for each keyframe.

The issue: Sending the pose from iclone to blender REMOVES all other keyframes. Meaning- If I have a full animation, and I want to send my keyframed pose to Iclone in order to edit the hands then send it back, sending back the pose from iclone would remove all the other keyframes in blender. Which, is, a bit dumb… Only if I could list the video I took.

I think that “Send Pose” creates a whole new sequence in blender instead of one new keyframe, which is the issue. This is so dumb.

There has to be a way to animate with blender live link, there has to be a setting that fixes this issue. Thank you.

I use this Blender addon
it’s great for nondestructively adding
new animations while preserving the existing animation data

https://superhivemarket.com/products/animation-layers

I have noticed this as well with Send Poses in GoB. Have you found a work around with for this issue?

Pose is a separate track. Sending different poses from iClone would override it.
But sending Pose does not override animation tracks (unless you animated a pose track).
You can send as many motions from iClone as you’d like and they would stack up as separate actions.