More results...

Generic selectors
Exact matches only
Search in title
Search in content
Post Type Selectors

More results...

Generic selectors
Exact matches only
Search in title
Search in content
Post Type Selectors
Under Construction
How to export body animation from a ‘MetaHuman body dummy’ in iClone 8.4 as an FBX that can be added to a MetaHuman in Unreal 5.3
HOW TOs > iCLONE

So how do you export body animation from a ‘MetaHuman body dummy’ in iClone 8.4 as an FBX that can be added to a MetaHuman in Unreal 5.3?

Thanks to Bassline303/StyleMarshal – here are some links for useful tutorials!


Tutorial: Easy method to import iClone body animations to Metahumans in Unreal Engine

Monoville
Apr 8, 2023

UE5.2.1 – Retarget Source Asset

StyleMarshal
Jul 7, 2023

 

Instructions

The instructions are the same in both videos above, and here’s a summary:

  1. Download the official iClone MetaHuman Live Link kit here
  2. Unzip that kit, and you’ll find these folders:
  3. Open the folder “MetaHuman Dummies for iClone 8“, which will contain 18 .iAvatar files (one for each MetaHuman body type):
  4. Import one of those MetaHuman “body dummy” iAvatar files into iClone, and animate with it
  5. In Unreal, use the built-in Quixel Bridge to add a MetaHuman to a project, drag it into a level, and say yes to all the dialogue boxes telling you to activate plugins
  6. Go to the file menu and SAVE ALL, and then and close Unreal entirely
  7. Copy the contents of the folder “content” in the ‘kit’, and paste it inside the “content” folder of your Unreal Project, then re-open Unreal
  8. When you’re finished with animating in iClone, go FILE > EXPORT > FBX
  9. Use the following settings (use your iClone project’s FPS):
  10. In Unreal, import the FBX, using these settings:
  11. Once it’s imported, double click the resulting animation to open it in an Editor window
  12. Change the ‘retarget source asset‘ dropdown to be your MetaHuman body size’s skeletal mesh (eg. m_med_nrw).
  13. Click COMPILE and SAVE, and you can close that Editor window

Now you can add the animation to a MetaHuman inside the Sequencer in the normal way (ie. drag the MetaHuman into the sequencer, delete the body rig, click the plus icon on the body track and add animation then choose the file).

NOTE: If you get foot sliding and root animation mismatch (ie. the iClone animation doesn’t fully align with what you’re seeing in Unreal), you may need to do the following according to a comment on the Monoville video above:
1. select you animation and add to character in sequencer
2. right click on the animation purple bar
3. select properties
4. go down to root motion
5. in the start location offset boxes change the zeros to ones in the first two boxes




LATEST UPDATES






© Seabridge Films 2024. No warranties are made for the accuracy of content on this website. For educational purposes only. Please do not reproduce, in whole or in part, any resources in this website without express written permission.

Use of code from this website, including scripts and Python-based plugins, is at your own risk.