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[You can skip to the last step (step 10) once you have an Avatar in Mocap fusion, that matches Reallusion bone names. I’ve just uploaded one on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=3276308269 ]
CC4, make your character. (customize face with Zbrush or Blender pipeline, import clothing with file > import fbx > prop, then parent it to the body on the right panel, transfer skin weights.)
CC4 File > export > send to iClone
iC8 File > export fbx, with these settings:
“Mouth open as morph” adds the “Merged_open_mouth” shapekey, that can replace the Jaw_open which does not open the mouth, as it expects the jaw bone to do it. For facial motion capture it’s better to have the mouth opening entirely with a shapekey, rather than combined with the jaw bone.

Import the fbx in blender to check and simplify the materials, keep only the color texture into a BSDF shader for example, and re-export as FBX. → You can re-import it again in a blank Blender file, just to check very precisely if everything is correct in the fbx, before bringing it to Unity.)
Create a new avatar from this fbx with the Unity SDK :
Paste the avatar folder in your %appdata% \Animation Prep Studios\LUXOR\VR_MocapAssets
Record mocap with it in Mocap fusion, export FBX:

Import this FBX in blender, click “rest position”, and export it again as “Tpose.fbx”. This will allow iC8 to understand how to apply the animation.

iC8, drag & drop your exported FBX onto your character, and use these settings: First your Tpose file, then untick the Select Root Bone option !

You can now use “Motion Direction Control” to auto-align the mocap you created, with ActorCore or any other mocap, for acrobatic things you couldn’t do on your own ect..

Just a random technical example for now, first clip is from inside iCLone, the two next are just drag & dropped FBX from mocap fusion, they blend perfectly without having to do anything. (they already aligne with Motion Direction Control, but you can affine or tweak.)