Importing Animations to Unity | iClone 8 & Character Creator 4 & ActorCore Tutorial

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Reallusion

Reallusion

Күн бұрын

Пікірлер: 17
@studioshitaketakashita7093
@studioshitaketakashita7093 Жыл бұрын
this video's a lifesaver thanks bigly - I'm doing a unity tutorial for game dev and i need to know import my enemy character's idle, running, and shooting (while standing) animation loops - so the second half of the video importing multiple animation etc is really apropos. Thanks so much Reallusion - it's just like the splash screen says - all that stuff about making it all so much easier. So much thank you! :)
@NERFNERDify
@NERFNERDify Жыл бұрын
How do we get our cleaned up animations in iclone to Character Creator 4- This video just shows that the motion is already in character creator 4
@thenubblet3925
@thenubblet3925 Жыл бұрын
ive been trying to find the answer to that everywhere if you find out let me know
@studioshitaketakashita7093
@studioshitaketakashita7093 Жыл бұрын
when you go to modify for character, chose option to edit character back in cc4 - your animation comes along with it - in cc4 you now have that animation with the character good luck
@korystanley567
@korystanley567 Жыл бұрын
Great video
@ardirudini9546
@ardirudini9546 Жыл бұрын
Are we able to import spring animation like jiggle to unity with motionplus?
@armorfoursleep
@armorfoursleep Жыл бұрын
at 2:50 you say the that button is for "copying all of the blendshapes to other characters in your scene" but the tool tip and documentation says it's for copying over blendshapes from the body to other meshes on the character like facial hair. Also it doesn't seem to be working and that's why I'm here. But yeah very unhelpful when it doesn't work and also the tutorial is wrong on what it's even supposed to do, let alone what it's actually doing.
@stevenchristian8861
@stevenchristian8861 Жыл бұрын
The is gonna be my new Animation library default now! Is there a way to have the Edit Facial Expressions exported to Unity?
@1playfair
@1playfair 7 ай бұрын
Will the auto setup work for 2019.4.40f unity version? That’s where my vr game is now and I really don’t want to start over just to use a new version. But I would like to set up the auto setup as you mentioned and export my character to unity as you did. Thanks in advance
@reallusion
@reallusion 6 ай бұрын
Hi @1playfair, The Auto Setup supports specific versions of Unity. Plugin compatibility and installation instructions are mentioned here: soupday.github.io/cc_unity_tools/installation.html
@korystanley567
@korystanley567 Жыл бұрын
I was wondering if it is possible to purchase animations from unreal engine market place or unity3d asset store and add it on to iclone model to add facial animations onto the rig and animation? If it is possible can you make a tutorial with both engines? Thanks
@reallusion
@reallusion Жыл бұрын
Yes, the body motions can be 100% applied to iClone/CC characters
@Ytsssss364
@Ytsssss364 Жыл бұрын
it would be helpful to see a process for iclone - it's incongruent - the Unity 3d export in iclone cannot turn off the radio button for the Tpose? It looks later in the the video the Tpose is still included anyway in the animation folder as its own fbx animation - this is irritating in a way - if it's not needed, then why is it there? I'm doing a lot of work where props get added/linked to character's hands etc and so a smooth workflow vid showing iclone 8 ----> Unity 3d would be much appreciated cheers. Thanks to soupday guy for making all this important stuff - I wouldn't be able to do my final animations for another project using toon shaders in Blender were it not for your other excellent CC to Blender toolkit cheers
@Ytsssss364
@Ytsssss364 Жыл бұрын
is the "binding first frame pose" referring to the Tpose, yeah?
@wyatttheskid
@wyatttheskid 10 ай бұрын
Common Reallusion W
@داودزرابی
@داودزرابی 3 ай бұрын
is that just for hdrp?
@reallusion
@reallusion 3 ай бұрын
Hi @داودزرابی • 2, It works with URP and the built-in render pipeline as well. However, you may notice some material differences across these render environments, and therefore, manual adjustments might be needed for optimal results.
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