iClone - Making Game Ready Root Motion

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  • เผยแพร่เมื่อ 10 ก.พ. 2025

ความคิดเห็น • 14

  • @unrealdevop
    @unrealdevop  ปีที่แล้ว +2

    If you have multiple animations in the scene I should mention that you will want to turn off auto alignment....in this case I had a pose and Auto-Align kept causing an issue where it would re-offset the rotation and stuff on the Root....basically undoing what I had just done....because this feature does actually project these changes onto the animation itself.

  • @ganzukc2676
    @ganzukc2676 8 หลายเดือนก่อน +1

    Awesome video! Your guide on making game-ready root motion in iClone was spot-on and helped me out big time. Thanks for sharing your expertise!

    • @unrealdevop
      @unrealdevop  8 หลายเดือนก่อน

      Yeah it's pretty tricky figuring this stuff out without any definitive guides out there. If somebody has divulged this stuff I've yet to come across their content.

  • @TheCelected
    @TheCelected ปีที่แล้ว +1

    Thank you!

  • @Tatiana94406
    @Tatiana94406 ปีที่แล้ว

    Thank you! Very helpful!

    • @unrealdevop
      @unrealdevop  ปีที่แล้ว

      Glad you found it helpful, I just had to come back and watch it myself because I had forgotten the workflow XD.
      You can also use this to fix root motion animations so that when you use them as in-place animations in your game the feet won't slide. None of the animations you get from the Reallusion Marketplace are Game-Ready. So if you grab any of those you'll have to do this too them to fix them.

  • @ActorswithStrings
    @ActorswithStrings ปีที่แล้ว

    Thanks - I always have trouble with this when I bring in motions as an FBX file in Plask AI - I still have a hard time getting my head around these issues when trying to add several Mocap files together also - I have not jumped to IC8 yet [just too cheap] so most of this should also work in IC7.9 - thanks again - under the Animation heading for Motion Setting Options, what do you normally have checked? - never figured that out either

    • @unrealdevop
      @unrealdevop  ปีที่แล้ว

      Yeah if you have the curve editor in IC7 it will still work, in fact this will work in any software....you could probably even do this in Unreal Engine since it has a curve editor as well. None of the Animations you get from the Reallusion Marketplace are Game-Ready, which I find sad to say the least because it shows just how much the people at Reallusion actually know about using their own software for Games.....So basically any animations from them, you'll have to use this technique to make them Game-Ready yourself, even if your wanting to use them as Non-Root motion animations....if they have movement...you have to do this or you'll get foot sliding.

    • @unrealdevop
      @unrealdevop  ปีที่แล้ว

      Sorry for the late response, I'm not sure what you mean though by the Motion Settings Option. Which probably means that they are just default settings.
      TH-cam doesn't always let me know when I've received a comment.

    • @GrilledCheeze
      @GrilledCheeze ปีที่แล้ว

      @@unrealdevop thanks for stating this. I have no idea how to animate (coder is my practice), so I bought a ton of animations from actor core and I couldn't figure out if I was importing the animations wrong because the ones with motions still had their roots stuck in a static place. but their example animations had proper root movement. I think this is the thing I need to do to fix the root animations that i bought for like an attack? does this require iclone8? thanks, so much for this video. i'm ready to take my first stab at fixing one of these then ... i guess 100 more.

    • @unrealdevop
      @unrealdevop  ปีที่แล้ว

      @@GrilledCheeze So the thing is that outside of game animation systems it's easier to do root motion like that and it serves their purpose just fine. For Unreal Engine specifically I can tell you that it expects motion to be on the root. This however doesn't mean it can be done the same way because Unreal Engine doesn't have any built in methods for handling things the way you might in a 3D Animation software. Instead it expects things to start and stop in basically the same place. With a Root Motion animation this is basically saying that the Body should start and stop in the same place in relation to the Root, but the Root obviously won't stop in the exact same place. You don't need iClone 8 specifically to do this. Any software with Layers, and a Curve Editor with the ability to copy and paste from one layer to another can do this. In fact there may even be easier ways to achieve the same thing in software like Maya, but I'm not really familiar with animation in Maya so it's hard for me to say.

    • @GrilledCheeze
      @GrilledCheeze ปีที่แล้ว

      yes. i am just trying to get these actorcore animations into unreal. my feet are pretty slidey, i will need more practice converting these... it's been quite frustrating, but maybe ill know how to do some light animation after its all said and done. i know there are other tools for "root baking" out there, to do this manually seems so silly and error prone. Reallusion should have a script or something.

  • @nimitverma3460
    @nimitverma3460 6 หลายเดือนก่อน +1

    U DO NOT HAVE TO DO SUCH A COMPLEX PROCESS TO KEEP ORIGINAL MOTION OF FOOT> u only have to LOCK both feet in IK control in EDIT MOTION LAYER before sampling hip tool root or root to hip> REALLUSION already made a easier version video> WAYS TO STANDARDIZE ROOT MOTION 😊😊