Thanks guys! :) I like the idea (as I understand it) that you can import animations into iClone via 3DXchange and apply them to any mesh that's set up properly, so if I did want to alter or refine his design I could do that separately and not necessarily have to worry about re-skinning for animation in 3DsMax. I know…
I really love the flair with this character. For mewbies to animation, I can recommend the canned fart-sneeze and embarrassed motions for fast and easy pre-visualising purposes. I think Truebones also have a freebie version of most of these motions which are also helpful and quite smooth if you need something in a hurry,…
Mechanim is used to blend animation in Unity, I didn't use it for this project. I don't know if you can key frame like this in iClone because it wasn't done that way, but I'll assume someone else could. I like 3Ds Max and I do prefer to key frame my animation rather than use pre-existing animations. I spent a few hours in…
I'm not an animator but this looks like a fun project. :) So here's my very simple character: Hopefully I'll be able to get him into iClone smoothly after doing some animating in 3DS Max and testing out the pipeline with 3DXchange.
Just one more pre-animation update. Did some morph targets for him. Not sure if I'll need all/some of them, I'll probably end up doing some as needed more than likely but they're there in any case. :) One drawback I've found from his current design is that it's difficult to make a sad/frowning face when he naturally looks…
Yes, it's all key frame animation. Thank you :) This was not key frame animated in iClone. Ideally you would animate in your preferred program (ie: Max or Maya) and then import into iClone.
Some updated animation that's still in need of tweaking and smoothing. Doesn't matter how many times you go over it there's always more to fix! :p [ame] https://www.youtube.com/watch?v=2nzulMQRaI8[/ame]