Issue 8860
FBX mocap from Rokoko doesn´t work directly in iClone 8 without using 3DXchange first.
Example:
1. Add a CC character in iClone 8.
2. Drop the FBX mocap file (Klappa_boll_hik.fbx) on the character. (The FBX is exported from Rokoko studio using Human IK preset).
3. You can try any of the Motion Profiles.
4. Press Convert all.
None of the presets will work.
With some, the character will rotate wrong, the legs points in all direction or the animationen from the fingers get lost.
I have also tried to export FBX files from Rokoko using other mocap presets (Mixamo, Rokoko Newton, & Unreal Engine).
Non of them will work directly in iClone 8.
In iClone 7:
1. Import the FBX into 3DXchange
2. Convert the character to Non-Standard, use the Maya Human-IK preset.
3. Send the motion to iClone 7
This works great.
The only way I have managed to get it to work in iClone 8 is also by using 3DXchange.
But it requires more steps and is even more work than in iClone 7.
In iClone 8:
1. Import the FBX mocap file into 3DX. (same as iClone 7)
2. Convert the character to Non-Standard, use the Maya Human-IK preset. (same as iClone 7)
3. Save the Character Profile (Maya Human-IK) from 3DX.
4. Add the Character Profile to iClone 8 library for Motion Profiles.
5. Export a new FBX from 3DX using the Maya Target Tool Preset.
6. Drop the new exported FBX onto the character in iClone 8.
7. Select and use the Motion Profile you saved earlier (step 3).
I can reuse the Motion Profile on future mocap from Rokoko, but I still need to open all FBX in 3DXchange first, convert them and export to a new FBX.
Isn't it supposed to work directly in iClone 8?
Attachment:
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Rokoko_FBX_Maya_Human_IK_imported_to_3DXc.png
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FBX_MHIK_send _to_iclone7.png
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Rokoko_FBX_MGIK_imported_to_iCLone8.png
Submitted bypar_479942
Sep 5, 2022