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Author Topic: The Quarry  (Read 104 times)
rcsinger
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The Quarry
« Reply #30 on: August 07, 2026, 02:25 »

I know I'm late to the fray here but I just recently got the game for steam and am looking to export some characters.
I have tries the builds from the earlier post by spiritofvod but Im not sure that I have the right link. I still get crash errors whenever I try to view or export
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spiritovod
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Re: The Quarry
« Reply #31 on: August 07, 2026, 21:11 »

@rcsinger: I've updated the first post, it should be more clear which build should be used and how. You need to use acl build mentioned there, with game specific override (with the game name) and disable morph targets at umodel's startup screen. I didn't test everything, in case of issues - considering that you've followed instructions above - you can report them, there is copy button in crash window for it.
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rcsinger
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Re: The Quarry
« Reply #32 on: August 08, 2026, 20:36 »

Thank you,

Now I have a new problem. When exporting to my favorite software (iClone). After characterization and applying motions, the orientation is off. Is anyone familiar with iClone Character Creator and how to correctly reset the bone positions for these models. I have adjusted the t-pose in both CC and in blender to no avail.

Update:
Has anybody had any luck importing and converting these characters into Reallusion/iClone?
« Last Edit: August 10, 2026, 18:22 by spiritovod » Logged
spiritovod
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Re: The Quarry
« Reply #33 on: August 10, 2026, 18:36 »

@rcsinger: I don't think anybody here is familiar with this software. But if it works with general formats like FBX for meshes and animations, which can be exported via blender, it's better to address your issue to respective communities, unless the issue is related to umodel's export (for example, if it looks incorrect in blender upon import). Also I should note that meshes for playable characters are using more than 8 weights per vertex, which is supported only for gltf export in umodel, and it may cause some inconsistencies related to retagergeting, because overall approach for animations here is quite complex like mentioned in the first post.
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