Significant and awesome. I love to see this functionality with iC8 and UE5. Way to go Reallusion.
@RkRaoM
Жыл бұрын
When I try to transfer to iclone it gives "the selected actor(s) do not have static mesh" Any solution pls?
@AriaRedux
2 жыл бұрын
Superb additions!! This really refines the workflow in an incredible way! Thank you :)
@VR360VIDEOSIMMERSIVESOUNDVR
Жыл бұрын
This feature seems amazing but are you planning to do more videos to transfer the UE5 terrain to iclone. The transfer is being done but the terrain is not at the proper location and size is different in Iclone so perhaps I am missing something.
@nu-beings
2 жыл бұрын
VERY VERY NICE & MUCH APPRECIATED!
@heirapparent4802
2 жыл бұрын
I couldn't get it to work until I deleted the RLLiveLive folder in my existing project folder.
@bernierao
Жыл бұрын
pretty cool pretty cool
@MinarTV05
2 жыл бұрын
Nice Update Game change Animation production
@SudevNadar
2 жыл бұрын
This is great.
@argus-ek5xn
Жыл бұрын
When you use Motion director on a terrain that you have downloaded from Unreal engine, you mention that the character follows the shape of the terrain automatically. But the range of motion of Motion director is very limited. What if you just want to use another mocap? Then is there a way to make the character follow that terrain also? Thanks.
@3dbrasiltutorials495
Жыл бұрын
It looks amazing, but in my iclone the character doesn't stay in the same place as inte UE 5. Quite the opposite side.
@24vencedores11
8 ай бұрын
I have a big question but no one wants to help unfortunately. I insist.. after recording in unreal engine with take recorder tool, is possible to use the unreal engine cameras?
@hitmangamesyndicate5970
Жыл бұрын
how do I bring in the textures to iclone though? I want to work here for a small project and am not ready to use UE5 yet as it would really just be overkill at this point
@hitmangamesyndicate5970
11 ай бұрын
I figured it out… thanks
@sunwoolee7939
4 ай бұрын
I cant transform landscape like this video I get message "the selected actor(s) do not have static mesh" how can I solve this problem?
@PinOK_
2 жыл бұрын
Hi, Does "Transfer to iClone" work for iClone 7? (1:12) Thanks.
@prooronkon9499
2 жыл бұрын
It only works with iClone 8.1 version or above.
@PinOK_
2 жыл бұрын
😞 Thanks
@3DPixl
2 жыл бұрын
What UE asset pack are you using here?
@onepiece4749
Жыл бұрын
icloneのみで、同じように表現できないのがダメ
@DigitalInterest1
2 жыл бұрын
What about material?
@DigitalInterest1
2 жыл бұрын
@PRED4T0R So you mean to say that the objective is to still transfer the character to UE5 and render there? This is already possible today, so I am trying to understand why would we bring the mesh to IC8 at all.
@DigitalInterest1
2 жыл бұрын
@PRED4T0R ok got it. I was under the impression that once we have everything in IC8 then its just rendering choice.
@machinepig2139
Жыл бұрын
Object doesn't have static mesh
@prooronkon9499
Жыл бұрын
add a static mesh to your landscape in the details panel (the comment below
@LOLCelebrity
8 ай бұрын
How to add static mesh?
@heirapparent4802
2 жыл бұрын
If you get an error that says "Object doesn't have static mesh" just add a static mesh to your landscape in the details panel.
@vansphere9202
Жыл бұрын
Thank you for this tip, I was getting that message every time. However, I have another issue. When importing meshes from Unreal to Iclone they don't line up to previously imported landscape (even the landscape is way off from the origin x,y,z axis and grid lines when imported into Iclone) location like in this video. Additional meshes import way off from origin landscape, no where near how they are located in my Unreal scene, even though they all have the same coordinates 0.0.0. as the landscape I imported into IClone. Still learning Unreal and how all this works, and feel I'm missing a step in this process. Any suggestions?
@heirapparent4802
Жыл бұрын
@@vansphere9202 i have the exact same problem. Im not sure about that one.
@vansphere9202
Жыл бұрын
@@heirapparent4802 So it's not just me then:) If figure something out on this I'll be sure to let you know.
@heirapparent4802
Жыл бұрын
@@vansphere9202 thank you. Please do.
@vansphere9202
Жыл бұрын
@@heirapparent4802 I believe I figured it out. I was using an old landscape I built in Unreal awhile back that I thought was at 0,0,0 coordinate in Unreal, but it wasn't. I actually selected a different prop by accident in the world outliner that was. Selecting the landscape In Unreal, I changed the xyz coord to 0.0.0. which obviously repositioned my landscape and jacked up the previous composition of the scene, but that's okay it was just practice. Anyway this worked when I Tranferred to Iclone because it popped dead center in the view window on xyz axis and the grid. I was able to rotate it back into the correct position as viewed in Unreal. I'm sure there is a better way...maybe to keep an eye on the xyz coordinates when building my landscape in Unreal and making sure it stays at 0.0.0. Anyway, I didn't need to hit the F button to find it in Iclone is my point. Second, I imported a single mesh and change the pivot on it to bottom middle and then aligned it (checked x,yz in the align option button, leave everything else the same) to that landscape and it landed right in center of the landscape, thus I was able to move to it's reference position....as in the Unreal scene. The process would be the same for merge meshes...adjust the pivot and align. Again, I'm sure there is a better way these meshes can come in and pop in the location they located in Unreal (landscape oriented in Unreal to 0.0.0 right out the gate). But for now... I don't have to search for the landscape nor meshes off in space somewhere when they pop up in Iclone doing it this way. I can just put them in position quickly and get on with things since only few reference meshes is needed anyway based on where the camera will be placed in a the scene. Hope this helps.
Пікірлер: 32