We have assigned two defects for this issue, one for bumping, the other for scaling. Reallusion
Thank you for your feedback. Please provide the two project files to help us identify the problem. You can use cloud services such as Google Drive, Dropbox or OneDrive to make the files available to us and email the link with "FT3687" in the email title to feedbacktrackeradmin@reallusion.com. Reallusion
Have experienced the following. The same scene in iClone, with animated props (no resizing), will export as FBX from iClone with the following results: (1) to 3DS Max - no issue with scene root and bone moving the props in geo-space. (2) to C4D - some arms off the scene root will not move, others will, but in wrong location respective to scene root, etc). In general some props move and others won't. A way to test the above is to create a scene in iClone, place 3 primitive props in scene in a row (ie sphere, cone, and box), and move each around with the prop puppet. Now export this scene via FBX to C4d and Max. I have found Max will replay the movement same as iClone. C4D's replay will be messed up (some props work, others don't, or are in wrong place.). A side finding also, is that if I take the resulted Max scene, and export that scene itself from Max, as an FBX, and import that into C4D, and there will be no issue (ie all props move like they did in iClone). So it's like the direct flow of FBX from iClone to C4D is messed up, and a workaround is to export FBX to Max 1st, then export from Max as an FBX to C4D.
I have since discovered the camera export is fine... it's the geometry. It appears that scaling any or all of the geometry invokes serious weirdness in FBX exports. I have had inconsistently weird results in C4D, Maya, Houdini, Blender and BMD Fusion. Check out the video demo I made... I can supply the FBX file if you need it. https://youtu.be/422NQiB3Fg0