Votes
0
Product:
iClone 7
Version:
7.92
Status:
Active
Issue 8059
Copy and paste joint position to "absolute" world space position - frames nearby conform with optional smoothing
I don't know if it's an actual bug or not but one would think when you copy and paste key frames of joint positions that, if the keyframe along with joint position will fit, that iClone will paste a new absolute world space position of the body part.

I'm specifically using the Edit Motion Layer tool and find its very hard like a hit and miss that iClone will move the joints into correct position even when the body has a lot of flexibility. Perhaps it's contending with nearby frames but ideally the nearby frames within a span of time or frames should conform to it with smoothing.

Perhaps like a graphic clone brush it samples nearby keys but averages them.
OS: Windows 10
  •  7
  •  1583
Submitted byAscensi
1 2
COMMENTS (7)
Ascensi
Interesting the status wasn't set to Assigned but it has been added to iClone8.
Ascensi
Hi Molly at the time of that video I did a work around basically copying the mocap clip, pasted it before the mocap clip and copied torso and feet position to the start and end frame to redo the animation. 

The movement of other body parts happen when least expected. I think I was using Reach targets for the feet last when I saw a hand moving after moving the feet and the hand reach targets were disabled. Feet contact was enabled and so was physics for the ground plane, maybe the glitch was a fight between foot contact and enabled physics on the ground plane. Lastly my character is Cloth based but I don't think that is the issue.

I can't share my project as it was in the video, that project state is no longer existing.  I'm in the final stages of rendering out my video for the contest and have no time to prep it and even after that have to finish content for the market place, time & finances are critical at this point.
Feedback Tracker Admin
Hi Ascensi,

Can you shared the project in your video to us?You can use cloud services such as Google Drive, Dropbox or OneDrive to make the files available to us and put the link in your comment. You can use Private Comment if you want to keep it private.

We have fixed similar problems before,maybe they have different reasons,so we need your project to identify the problem.

Molly
Reallusion
Ascensi
So the issue I've been getting (parts moving on their own against manual position) is also shared by others.  https://forum.reallusion.com/492666/How-to-MergeJoin-2-expressions-clips-in-One-Editable-CLIP-?Update=1#bm493511
Ascensi
So what I shared above could still help but I think I discovered what the glitch was from.

 I had a regular clip and  mocap clip and I was working on combining the two. 

There was a bit of an offset of the character between the clips so I used the align tool with limited insight to which body part  or the root to align to. When taking feet position from the mocap clip and pasting it to the other clip I think there was tension on the bones. 

So what I did was copy and paste the mocap clip, make it completely blank and animate from scratch and then everything including reach effectors started working properly and had a smooth blend between the clips. Maybe there should be an "align to torso" for mocap data, aligning to root looked like it wouldn't have worked but I initially chose align to foot but in the end like I said I just duplicated the clip and erased the mocap from that and started animating fresh. The reach effectors would be ideal if they have a bypass frames function so they absolutely don't move. 

I wish there was a workflow /tutorial for combining mocap with regular clips dealing with offsets, if there is could you direct me?  I haven't seen one anywhere. Anyway it seems that aligning with the torso would allow copied frames of the torso mocap position and rotation and allow the feet position from the start or end of the mocap clip to work seamlessly.
1 2