*NOTE* There is a small addendum to this video. If you have trouble getting a smooth transition between your initial "A" pose and the actual animation, watch this video: vimeo.com/533296433/e31bf41b1a
Since I updated to Iclone 7.9 this is one of the features (Alembic import) that I was waiting for. In addition to Acculips of course. I saved this video link as will be going over this step by step by step. Thanks very much! :)
Good luck and enjoy. I have yet to play with the new acculips or the new hair type, but they look interesting. Oh, and there was the new extended expressions that were added too. So many new toys to play with!
@@0calvin Thanks! I was pretty happy with the CC3 Acculips character I uploaded yesterday but tonight's will be much better i hope :) I so love the Acculips layering that is a game changer for me :)
Hey, great video, but when i try to follow the process using Marvelous designer 11 and Iclone8, it all works fine, until the final step: the alembic gets imported, but there's no vertex animation at all. The MD11 UI also changed, I might be messing something up. Would it be possible to have an updated tutorial for the new versions of the softwares? With all the rising interest towards digital fashion, it might be useful and interesting to many people. Thank you in advance!
Sounds like a good idea for another video - thanks. In the mean time, maybe try OGAWA Alembic instead of the HDF5 version I *think* I suggested in the video.
Great tutorial as alwys, thanks for your effort. There's a way to prevent fingers grab the cloth? On my animation with some fingers looks like he grab some parts of the cloth.
Thank u so much for this tutorial, i just have one problem. I dont get the animation into Iclone. I followed every step. When i import the alembic file i dont see any animation
Thanks for putting this together, Brian! With the hands ripping off the garment, I know that issue so well 😁To solve it, did you just re-simulate the animation in CLO? I've tried all sorts of things, including hiding the hands for the CLO export. I've never through of just letting CLO work it out during another pass. Could it be that easy?
I kept tweaking the animation and resimulating in Clo until it worked. I think another fix is to turn down the friction of the garment, perhaps, but that might mess other things up.
Hi! So at about 18:49 you start talking about the avatars hands pulling up her dress during the animation. I am experiencing this issue and not sure how to fix it. In the video you talk about simulating it multiple times until you get it to where you want. Is that how you fix it or did you have to change some settings?
I'm sure there are some magic settings in Clo / Marvelous Designer that would help with this - like some sort of friction setting. Unfortunately, I'm not savvy with Clo so I just modified the animation in iClone to move the hands away from the body and then sent it to Clo again to re-simulate. This took several tries to get it perfect.
I am planning on possibly purchasing the new iclone 7 but is it as simple as just using the unreal live link plugin and everything will work in Unreal? Any chance you could make a tutorial on importing into unreal and sequencing for cinematics? I plan on creating cinematics in unreal rather than game functions. Thanks for the help!
Luckily, I already have a video (part of my iClone series) that covers exporting to Unreal. There are two ways to handle what you want to do. The first is to bring everything into Unreal and then sequence it. The other is to use the Livelink plugin that allows you to duplicate and link your objects in Unreal in a way that lets you play the animations in iClone but view them in Unreal. I'm not well versed in the process, but this video will give you the gist of it: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lTx31PDVReM.html
No matter what, Clo3d looks import 139 frames at 30 FPS and not the 278 frames from the 60 FPS 4.6 second import. Setting 60 FPS in the export, the result is that when the Alembic is imported into iclone it's out of sync and way too short.
Thank you so much for posting your findings. I honestly haven't used this process since I made the video. I now have MD instead of Clo and have upgraded to iClone 8. I'll probably have to do some tests to see what works these days.
Interesting stuff. :-) I had never heard of Clo before. The only drawback to this workflow that I see is that the animation in iClone needs to be locked down (or the dress has to be re-simulated externally). I wonder if is possible to attach the animated dress to the character so at least a change of the character's position (x and z coordinates) in the scene would be possible without having to re-simulate.
No, unfortunately you pretty much have to re-simulate if you make any changes to the animated character, including just moving. Attaching, linking, and just moving them both at the same time all present problems.
@@0calvin That is unfortunate. But since I don't render in iClone, it would be more important for me to see what the behavior is like in C4D or, in other word, if it'd be possible to move both the character and the animated dress in that program.
Great stuff, I just subscribed. I have a question. Will the clothes be simulated when exported to unreal through live linksince the clothing is not attached to the Avatar. Thanks for the tutorial.
I'm guessing you have Live Link since you are asking about it. I have it but only just installed it today for the first time hoping to find the answer myself. I tried it by sending the dress across as a prop, but unfortunately Unreal is ignoring the vertex animation for it, so the dress just sits there while the character walks around in her underwear. I'm pretty sure there is a way, since they show it off in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-xSn8d613eN4.html but I'll need more time to figure it out. I might even have to resort to reading the manual. *gasp*
@@abuzafor7617 the way to get it into unreal is to import it directly to unreal as alembic while you bring in your character through live link. As you Import it it comes in with the animation and it is in the same position as it was in Iclone. Remember you took the character and cloth from iclone to marvelous designer. In summary import it direct to unreal as alembic then bring in your character from iclone without clothes or hide the clothes in unreal
great tutorial! however im getting 'The selected object does not support vertex animation' for the hdf5 import. followed exact steps for the iclone import you described. Has anyone else encountered this? im using Iclone 7.9
update: exporting from Marvelous Designer in ogawa format instead seemed to fix that for me. You may encounter one crash as I had inside MVD exporting ogawa the first time but worked second time round good luck everyone
So you would need to take into unreal separately as alembic geometry cache? And can that be done with thickness, does it keep textures and uv’s in unreal?
I'm sorry, I really don't know. I had not tried to bring it into Unreal apart from seeing if it worked through LiveLink, which it does not seem to do. I'm sure there is a way, though, since Reallusion had a snazzy promo video showing that it could be done.
@Brad Fotsch yeah, export as alembic into Unreal, attach to character model in outliner and zero out so animation matches character then add alembic geometry cache to sequencer track if you want to record.
@@7_of_1 Are there any videos on attaching to character model in outliner within unreal? I’m super new to the unreal workflow and I have been trying to make this work for quite some time… thanks
@@AdamSmith-zq5sr yeah, try here, it doesn’t matter the type of character, it’s how to attach and import alembic into sequencer. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-et6azgBX1tw.html
Maybe somewhere along the way you exported or simulated something at 30 FPS instead of 60. Also, there is a rectangle to the left of the animation controls that reads "Realtime". Press that to switch it to "By Frame". This tells iClone to slow down the playback so that everything stays in sync. This is just for previewing. Your final renders will be at the correct speed.
Into Clo/Marvelous designer? Yes, sort of. You can import the clothing as an OBJ and MD will use the UV map as pattern pieces. However, it is not perfect so you would still need to fix or adjust the pattern pieces in most cases.
@@0calvin I'm new to MD just downloaded the trial version, and this the outfit i will be using for a animation. www.daz3d.com/x-fashion-dforce-casual-denim-outfit-for-genesis-8-females Oh btw can i save the outfit in MD to use a animation for it Thanks for responding
@@HeLIEl Honestly, if you are new to MD then you are probably better off just animating everything in Daz. There really isn't anything loose or flowy that would need to be simulated on that outfit. dForce in Daz would be more than enough if you wanted it, though. In the mean time, play with MD and see how you like it. If you have never made clothing from patterns before, it can be a little daunting. I'm still very new myself.
If it looks like you have poke-thru on every other frame, then you might have used 30FPS instead of 60FPS somewhere in the process. If the animations are truly off by one frame, then just shift the early one over to the right by one frame in the timeline. Cheers!
@@eugenepylinsky3906 Here is what worked for me. I exported as an alembic HBF5 from iClone and imported it into Marvelous Designer at 60FPS. Then I simulated the animation in Marvelous Designer and exported as alembic HBF5 out of Marvelous Designer. This finally worked with no flaws for me and hopefully, it will help you and others who have run into the same issue. Cheers