Hello everyone. I am a freelance artist working with Reallusion for the Character Creator 1.5 launch. I'm not going to be competing, but I'm going to post alongside all the other artists here to give a demonstration on the custom clothing workflow that is new to Character Creator 1.5. Good luck everyone! Here is the…
Whoops. I thought the templates came with Character Creator. You can download them from this page: http://www.reallusion.com/iclone/character-creator/custom-outfit.html I'll edit my above post with this link.
@chancellor: As far as I know, 3DXchange is required for iClone and Character Creator to export to other formats. For example, if you don't have 3DXchange Pipeline then Character Creator will not be able to export FBX files which is required to edit clothes on custom characters and to export rigged and animated characters.…
I started off using Character Creator's morph sliders to get as close as I could to the design. I turned off the skin textures first since I like starting off my characters with a plain shader. The most important part is getting the the proportions correct. I then exported an OBJ to edit in Zbrush. The great thing is,…
Thank you for providing these examples for us. Hope you don't mind a few questions.... Why did you create your clothing using the default female mesh and then apply your custom character morph to everything, versus exporting your custom character and creating the clothes directly on that? In some of the tutorials I've been…
This is a great demonstration, this is exactly what I want to do with my character in this challenge! Oh please Reallusion hurry up and get that special trial version of iClone 6 running!
To make this character fully animatable, we will need to fix her face morphs in 3DXchange. First, export an iAvatar file of your character and then open it in 3DXchange. In 3DXchange, drag the Modify panel (on the right by default) down until you see Face Setup. This contains the morphs used for facial animation. For…
When exporting pieces of clothing separately you still need to bind them to the skeleton and include all the body meshes and the skeleton in the FBX. Character Creator will be looking for the proper joint and mesh names to load correctly. If it loads, you will see the body and just that individual piece of clothing and you…
Up next is applying proper skin weights to your bind. To help us out with this process, Reallusion has provided animated FBX files to help check if the skin weighting is correct. In the provided body templates folder, these are the FBX files marked with _calibration. Now here's where it can get a little tricky. I've never…