Votes
1
Product:
iClone 8
Version:
8.5
Status:
Active
Issue 11575
Face Key (Expression Clip) Head Rotation Is Incorrect After Exporting From iClone
When exporting an animation, the head rotation on the expression clip of a character is still off when importing that animation into Unity. Updated to v8.5 (8.5.3330.1), released on Oct. 4th, 2024, and the issue is still present. I saw the patch note: "When the character has Face Key Head Rotate related animation data, saving it as iMotionPlus will include incorrect head rotation data." Which is pretty much the EXACT problem I'm talking about. But, I don't believe this has been fixed for when it's exported into file types like FBX from iClone's "Export" to Unity feature (File>Export>Export to FBX). This is CRITCALLY important, and a big issue.

To reproduce the issue, you'll need to crank the head rotation, say the Head_Turn_Left, to 100 or so to REALLY see the issue (the higher the value, the higher the discrepancy). And then export that animation with the expression clip as an FBX, and then import it into Unity, then go through the animation on the timeline in Unity and you'll notice the much further the head turns to the left compared to how it looks in iClone at the same point in the animation.
OS: Windows 10
  •  5
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Submitted bySimoneo Oct 6, 2024
1
COMMENTS (5)
Simoneo Feb 11, 2025
IMPORTANT: I will raise another issue, as this is a separate issue than this thread, but it IS the cause. To replicate, you NEED a "Look At" target.

1. Create a new project
2. Place your human character in the scene
3. Place a target in front of the character's head, and set the character's Look At to that object (to do it the exact way I did it, place the target Look At object around half your character's height in front of their head. You don't need to do it exactly this way, but just to narrow any additional questions that might be asked about this). I personally set the Body weight of the Look At to 0, and left the Head weight at the default 70.
4. In the expression clip, set the head_look_up to, say, 100 on frame 60 (doesn't have to be frame 60, but just so there's an animation there).
5. Highlight the Collect Clip range from frame 0 to 60.
6. Right click the Collect Clip range and click Send Motion To Character Creator.
7. See the result, it'll be apparent that the head is rotating noticeably higher in Character Creator than it was appearing in iClone.

This is also apparent after exporting the animation from iClone to Unity. It doesn't just occur when clicking the "Send Motion To Character Creator," that's just the quickest way to replicate the bug.
Simoneo Feb 11, 2025
I tested it with highlighting the "Collect Clip" range in iClone, and then "Send Motion To Character Creator", and the same issue is present. So you don't need to use Unity or export it that way to identify it. (Both iClone and Character Creator are the current latest version).
Simoneo Feb 11, 2025
Problem is somewhat still present, instead of incorrection rotation now, it's essentially the same issue, and the same way to replicate the issue, however, now it's overcorrecting. Such as, when using the expression clip to have the head turn up (slightly), and exporting and playing the animation in Unity, the head turns up more than it did in iClone.
Feedback Tracker Admin Feb 11, 2025
Hi Simoneo,

Can you try it in iClone v8.52?

Molly
Reallusion
Feedback Tracker Admin Feb 4, 2025
Hi Simoneo,

I export fbx to 3D pipeline,the head roation is correct,can you try it in iClone v8.52?

Molly
Reallusion
1