ChrisHekman wrote:Notiusweb wrote:Hi Chris, it does work!....almost....
Morph Targets on the character transfer over.
It is interesting, if I drag along the iClone timeline, and UE4 moves respectively in realtime, the Octane viewport perpetually renders like a constant realtime update, it never completes itself as a render.
It constantly runs pixelated, but you can see the matching blendshape in the image.
But then it will suddenly look like it is going to complete a frame, and it crashes UE4.
I am using 4.22.3 because iClone doesn't support 4.23 yet....
UE4 Error
LoginId:5f684a39407181cb7126fe979a5c88c5
EpicAccountId:
Assertion failed: [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 151] A FRenderResource was deleted without being released first!
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_OctanePlugin
UE4Editor_OctanePlugin
octane
Octane updates the model everytime unreal claims the mesh has changed. Which means that if iClone sets the SkeletonMesh to "dirty" octane will start rebuilding the mesh every frame update.
Ill check if i can figure out why the crash is happening. I was hoping I didnt have to learn how to use iClone, but alas.
Thanks! If you need any help or contacts, do let me know. I know and use the soft, and have been a Beta participant for several of their products....much to Reallusion's dismay.