Issue 7105
FBX export for Unreal makes changes in Character pose/animation
I am currently making turn-in-place animations with iClone7. I mainly use reach target editor and curve editor for IK movement of the feet while the whole body is moving (rotating). The Character is Unreal's default mannequin. (See the attached zip)
The thing is when I export it directly from iClone and import it to Unreal, the feet movement was slightly changed. The left foot should not be moving at all until the mid of the duration, but it is sliding before. While testing various exports and imports, I found that the pose itself was somewhat changed through the process. I found that the pose/anim is not changed if I send it to 3DXchange and export it there, which is not your recommendation. When I overlap the iClone exported with the original in Unreal Engine, there is a gap on the lower body part. The 3DXchange one has no difference. (See the attached images)
However, if I use 3DXchange, there is some rotation value errors for pelvis which needs to be switched to the root bone by another 3D tool..
In summary, the workflow goes like this. a. Animation in iClone > b-1. export fbx to Unreal > pose difference > b-2. send to 3DXchange and export to Unreal > c. export fbx from UE > d. import into other 3D tool for root bone animation, but X & Z rotation values are strange in pelvis
If b-1 has no problem in pose gap, I guess the rest of the problems might be gone..
I am not sure if this is because I missed something in the process, or direct exporting from iClone needs further improvement.
Thanks,
Min
Attachment:
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comparison_in_UE02.jpg
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comparison_in_UE03.jpg
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comparison_in_UE01.jpg
Submitted byhm7063
Aug 5, 2020