Votes
0
Product:
3DXchange 6
Version:
6.42
Status:
Assigned
Issue 313
Split MotionPlus tracks lose sync between morph and skeletal animation
When a MotionPlus is split into two different motions, a track starting after frame one will not reposition the morph animation to match mew start and end frame numbers.

Steps to reproduce:
1. Load Character into 3DXChange
2. Load MotionPlus animation (5925 frames in this example)
3. Add motion track to Perform
4. Set end frame to 2999
5. (Again) add motion track to Perform
6. on new perform track, set start from to 3000
7. Export FBX (Geometry and animation) with Unreal settings
8. Import into Unreal Engine
9 Playback 2nd animation track (frames 3000-5925)

Result:

In Unreal, the first animation (frames 1 to 2999) should playback properly. The second animation will will play the skeletal animation in the beginning but no morph animation. The morph animation will start to playback about halfway through and the skeletal animation will stop playing.


Additional Note:

If you export the 3DXChange geometry and animations to iClone files, then re-import them, the second half motion file will start at frame 1 and end 2925, and will export the morph and animation in sync
OS: Windows 10
Attachment:
  • 3DX_Split.jpg
  •  1
  •  2294
Bug
Submitted bysterlingy
1
COMMENTS (1)
Feedback Tracker Admin
Thank you very much for your feedback.

To temporarily solve this issue, you may need to divide the animation exporting into two parts in iClone, then import these two files to 3DXchange 6.

It's just a workaround to eliminate calculation errors,  we will fix this issue in the next coming version soon.


Reallusion
1