Imported FBX File

to be fair, ic8 and cc4 are next gen in production and geared more for UE - but for general compatibility ic7 was a sweetspot - maybe issue it at a lesser price ? a sale is a sale - I’m used to it already with its quirks and all - in fact, i’m STILL learning small features it had lol - besides, the future really seems to point at AI in everything, even the formats are changing so things will inevitably evolve to more modern styles of making art. 7 was a sweetspot for that era of obj / unified fbx / skp …so like a car, it’s a collectors item muscle edition lol - a 65 mustang among a modern day tesla!

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Obviously in the OP’s case the better value is to merely add CC4 to his existing Iclone 8 at the current $200
sale price.
I was just pointing out that IC7 & 3DX7 are not as “lost to the ages”
as people apparently believe.

Both of my ragdoll simulators (Endorphin & Poser)
are most compatible with older Daz figures.
so I still only use 3DX7 to get those animation into Iclone/Imotion which itself is super compatible for exporting from CC3 to the retargeting systems I use on Blender control rigs.

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The main issue with 3DXchange is that it is only 32-bit, so it had trouble with large imports. You were a bit better off via iClone (if you had 3DXchange installed), which seemed to work around the 32-bit restriction.

I have the previous RL suite available when needed and even earlier versions. I have a lot of legacy content and sometimes I need to go through a few iClone versions to get it to work.

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that’s another thing though, the older ways had this wisdom to it, that newer versions are stepping away from, some of those old characters were done masterfully with very low poly and high attention to detail in the main texture itself, and efficient mesh modeling. - it’s funny how now that everything is higher poly, i look back on that style and appreciate how much more it means today with the higher poly models. - there was something about how that detail was handled that was a masterclass in content design. i remember how everything went from a single mesh, to layered meshes, to detailed substance textures

Ok i have made some progress. I got a license for Character Creator, then i did the following according to the Reallusion tutorial video.

  1. I exported the animation as an fbx from blender
  2. I exported the tpose from the same character
  3. Imported the tpose into CC
  4. Assigned the custom profile I create to map bones.
  5. Tested the imported character with default motion (seems fine)
  6. Imported my own fbx animation on the tpose (added cutom profile and tpose)

The issue is that the character jumps out of position (lower) and its centered around the hip instead of the feet being fixed on the floor as it should. Can someone seem what im doing wrong?? See screeecast here

Hi
I re-read the entire thread and I am still confused about your actual objective.

your screen cast shows the character in Blender moving strangely.

Are you trying to create the animated character in Blender and send it to Iclone for rendering?

Or are you trying to send the character to Iclone for animation and send him back (with animation) to Blender for rendering?

I need the character in Iclone > Cartoon Animator via plugin. As long as it works with the iclone dummy im good.

The way the character moves in Blender is not the issue, thats fine. I just need to replicate what i see in Blender into Iclone. By the way, I used to do all this using 3dxchange perfectly. It converted everyting into icone with no issues. My issues have only arise since moving to iclone 8

I need the character in Iclone > Cartoon Animator via plugin

I have Cartoon Animator
and it can import Iclone 3D Imotion
onto CT characters.

But CTA cannot import actual Iclone characters of course. :innocent:

So you are trying to get the blender animation into Iclone so you can then import the animation Data from Iclone to cartoon animator??

By the way, I used to do all this using 3dxchange perfectly. It converted everything into icone with no issues.

Did you delete your 3DX ?
can you re-install it?

Yes im trying to do my usual workflow but with Character Creator instead of 3dxchange. Although it tries to do the same thing in principle I just don’t think its as robust with conversions. I have converted 100’s of motions for Cartoon Animator with 3dxchange and I dont have the it available on my pc now. I purchased Iclone 8 and Character Creator 2 days ago thinking it would be better/easier :frowning:

Has something to do with hip bone assignment in profile.

  1. Try to select a different root on import page (if available)
  2. Try to use Convert External motion instead of Import.
  3. Send your custom profile and FBX file (via some cloud). I can look at it.

Where are getting these motions are they hand keyed?
is there no way to just create your animations in iclone and save
for CTA or are these motion exclusively in Blender format?

Hi, I’m sharing the zip file with the 2 blender files (motion & tpose) and the fbx files, along with the profile for Character Creator. Thanks for your help (much more helpful than the Reallusion support) FBX_Test - Google Drive

I always do motion capture in Blender.

Yes, as I mentioned, use Convert External Motion with following settings. There is no need for a T-pose and Root selection.

Untitled-1

Motion would be saved in “External Motion”, then you may apply it to your character.

Ok i wil try that. DId it convert properly for you? How did it look on your screen. Can i see a screen record?

There…

Fingers kind of messed up but that’s how animation is.

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You my friend, are a STAR!! thank you so much, you made it look so simple. :+1: