![]() iClone objects have a series of 'transforms' that conform their coordinates - that is, all objects start at zero with pivot point at the bottom. and the "floor" object from iC also shows x0y0z0 position in all programs. The iC7.1 camera export shows the same coordinates in the other programs. I don't have time right this minute, but last night I did discover that the problem is "props scaling". I'm sorry to say the problem lies completely with iClone - exported FBX from iClone is consistently wrong in C4D, Fusion, Nuke and Blender (I have access to Maya, Max and Houdini too. I'm not transferring from C4D to iClone - it's the other way around. I haven't experienced any troubles with Alembic, but have yet to try in this situation - primarily as I have no desire to export an entire 'set' and then have to manually re-apply all the textures. To go from Iclone to Cinema4D, the solution would be to change the number of frames per second in Cinema4D, after importing the animation (if it is necessary to make this change) Ogier I'm not sure it's possible to ask for it in Iclone. If you go from Cinema4D to Iclone, it's better to bake the animation so that there is an animation key for each frame (there is a function for that). We are looking for a #8! (or #7, or whatever it is.) I will add it to the list of items I had prepared in the 7.1 thread for us. I know 7.1 is full of bugs, let us know if the alembic one does or doesn't have the same issues as the exported FBX, and I think this is even further instance of bugginess. Usually just avatar stuff, not too much prop stuff. I have gone from iClone to 3DS Max, and it worked fine before, hadn't tried since last update. Thanks again for your export & import camera camera tip and video.īy TonyDPrime - 7 Years - If you export the scene Alembic, does the same "bad stuff" happen? I am guessing no, just want to see if you had tried different exports and gotten consistent or different results. When it work of course! Let's hope Reallusion fix this soon. I don't recall having these issues with iCv7.0. I don't recall having these issues with iCv7.0.Įxporting an FBX scene from C4D opens exactly the same in Fusion and Blender (with lights!) - no extra steps or work around required. Exporting an FBX scene from C4D opens exactly the same in Fusion and Blender (with lights!) - no extra steps or work around required. I have tried various "simple" scenarios with inconsistent results - sometimes the camera is correct, but the prop animation isn't - sometimes the camera is correct, the prop animation is correct but the prop scaling is incorrect. it makes them all into one prop - so, you freeze all animation you may have had on the props. You can check from 2:20 to 4:00 minutes: This won't solve the camera problem but perhaps might help for props. ![]() Hi guys, I haven't tried to export in FBX yet, and perhaps you already know this, but there is a nice tutorial from Warlord where he talks about merging sub props (edit menu) before exporting in FBX. This is not the case in any other FBX export capable software I use, so whether it's a bug or another iClone 'quirk' it should be addressed. Also, attaching individual objects to the floor so they export in the correct position is kind of a pain - but having to 'reset transform' every object that has been scaled is downright rude. Looking at the co-ordinates of the camera and geo that are being exported, it actually looks as if the camera is correct but the geo is significantly smaller and/or further away - basically nothing like what you're trying to export. I made a little demo to illustrate - in a nutshell, the camera framing is way off and there are 'bumps' in the animated camera path. I had not experienced these faults in iC7.0. I created a scene in iC7.1 for FBX export and there were several faults. I can't believe I'm the only one who is trying to use FBX exports - would be nice to have this issue corroborated. Thought I'd repost this with a little more dramatic topic title.
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