Welcome in my Reallusion Game Character Animation Contest Thread ! ...
In This Thread, I will provide some ideas on how to establish an efficient Pipeline for Making iClone Characters.
The Tools I will use are:
From Reallusion
iClone 5.51
3DXchange 5.52
From Autodesk
3D Studio Max 2011 (But the guiding principles will apply to any 3D Modeling Tool)
From CLO Virtual Fashion Inc.
Marvelous Designer 2.0 (Commercial License)
I hope this Thread will be of interest to you ! :poly121:
Replies
In order to Create Mannekins that will be recognized as iClone Characters, the best way to work is to export an iClone Character. For the Purpose of this article, I will use Chuck which is a standard G5 Character in iClone.
Note: An alternate way would be to use the Reallusion 'G5 Template' which is provided to Reallusion Certified Content Developers.
iClone Standard Character in Y-Pose:
Note: When you first load the Character into 3DXchange, it will be in the default T-Pose and not have any animations applied to it. However, you can import the T-Pose and Y-Pose animations using the 'Import' button in 3DXchange Animation Panel and subsequently apply it as a Performance to the Character.
iClone Standard Character in 3DXchange with Y-Pose appplied:
May I please take this brief moment to *thank* you, kind Sir, for all of your amazing, helpful, inspirational and generous gifts of tutorials, freebies and advice through the forums, your youtube channel, reallusion store etc.
If a candle can brighten a room by lighting other candles, then I dare say that you've lit enough to brighten the whole world of iClone. And as I make my own timid steps into this weird and wonderful world of animation, it seems that I can't turn in any direction, without crossing a trail where you've already blazed a clearer way.
So humblest and sincerest THANK YOU!
I've been learning all aI can about Iclone from Iclone Certified Trainers and bookmarked they're youtube channels.
I hope you find this thread interesting, ... :poly121:
Note: This option requires you have the 'Pipeline' version of 3DXchange which allows you to export Characters and Props in FBX Format including the embedded animations. Because Chuck is a default character in iClone, you do not require to purchase any export license for Chuck.
The simplest way to bring your character into 3dStudio Max is to set the Target Tool Preset to 3ds Max. Make sure you check the include animation box.
3dXchange FBX Export Settings for 3ds Max:
During the import, it is important to select the 'Y-Pose' animation so that your Character retains the proper pose for making Cloth.
iClone Character inported in 3dStudio Max for edits:
Note: The default Chuck Character that comes with iClone actually has missing polygons under the shirt. A full body character is available to Reallusion Certified Content developer. If this is not your case, you can procure a Chuck Full Body Nude character with export license from the Reallusion City Marketplace. Alternatively, you can apply the same pipeline to any other iClone Standard Character.
Chuck Cloth Base Character Mannekin in 3DStudio Max:
Note: Make sure to set 'Load as Avatar' and cm Unit in file import.
Import Options for a new Mannekin into Marvelous Designer:
Marvelous Designer Base Project for making Cloths:
The beauty of using Marvelous designer is that the tool will automatically lay out perfect UV maps for your Cloth.
Sample Marvelous Designer Samurai Project:
Note: Make sure to uncheck the 'OBJ_Avatar_Shape', set 'Single Object', 'Unified UV Coordinates' and set the Units to cm upon export.
Marvelous Designer Export Parameter settings:
New Cloth imported onto our Base Character in 3dStudio Max:
Note: I use a benchmark test motion for skinning all my Cloth. This allow for testing a wide range of extreme movements.
Testing the Skinning of the Cloth inside 3dStudio Max:
Samurai Cloth imported back into 3dXChange:
Note: The procedure described herein was meant to provide an overview of one of the many method for creating Characters for iClone.
I hope this thread was useful to you.
Cheers.
Here are examples of Characters you can create using this pipeline:
The finished Characer:
The entire Series:
Thanks to all. :poly121: