When exporting animations to FBX, iClone uses a random name for the clip. This breaks the workflow with Unity
Each time you export a clip range to FXB, iClone creates a random clip name - 2238476156608_TempMotion - 2757059018416_TempMotion - ...
In my case, I export a clip with a range from 1 to 8000, then, I import it in Unity and I configure several clips with different ranges. This allows me to have only one FBX for several animations.
But, as the name of the clip changes, Unity loses all the configuration at each new import. ( name, range, events, curves, ... )
This problem did not exist with iClone 7, it took the file name as clip name, not a random name.
The only solution is to modify the .meta file created by Unity, but this is not recommended by Unity.
Please, when exporting, add the possibility to give a name for the clip, or else, do as with iClone 7, take the name of the file ( but especially not a random name )
To fix this, I use Notepad++.
Before exporting, I open the FBX with Notepad++, then, I search for the clip name (I search for tempmotion, then, I copy the full name. ex: 34325346346_TempMotion)
Then, I export from iClone, delete the folders containing the textures, open the FBX again, search tempmotion again, replace the new clip name with the old one (it's there in 4 places), save, and now I can import it into Unity.
But maybe this will be fixed in iClone 9.
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Here is the same. How can I get rid of this weird numbers? In Unreal I get "FBXImport: Error: Could not find needed track." when I reimport the File.
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