Hi,
qdai (4/28/2010)
../.. However, there is a caveat. Unless you use iClone's Standard Character Head Mesh, the character you create will not be a Standard iClone character../..For the head part, you are right, yes.
qdai (4/28/2010)
../.. If you go to pages 12-14+ of the article, it explains that, "There must be a specific number of vertices and edges that make up the border between any two body parts." Poly count and vertices do matter, at least at the seams../..That's why I said :
"What is important, is the RL bone structure and the connection sets."
Connection sets are the lists of vertices at the seams. Only the right count of vertices at each seams is important, not the polygon count. So aside from this restriction, polycount and vertices do not matter, you can have a 10 millions polygons standard character, if you wish.
qdai (4/28/2010)
../.. I doubt the fbx file is the problem ../..W.VEEKE (4/28/2010)
Qdai, you are totally right. The fbx is not a problem at all ../..I think there is a misunderstanding here:
My first response in this thread was in reaction to W.VEEKE message:
"If you want to use the standard motions from RL you can only do this in max with the export plugins. You need the G1,G2 or G3 bone structure. In 3d exchange is this not possible"
We know now that, in fact, it is possible with 3DXchange, granted you load a correct FBX file. ( even if you have to write it by hand ).
Then W.VEEKE again:
"../.. You can not export this fbx file(standard character) to iclone by other programs then max and maya by using the RL plugins ../.."
And:
"../.. Maybe RL will come with ,more plugins for other programs ../.."
Regarding the last comment, it is quite clear that they are not interrested to create more plugins for other softwares as I proposed my help for Softimage|XSI and I got a response saying they are not interrested in creating a plugin for it.
Ok, now, regarding the fbx file:
Of course the fbx file is not the problem at all
IF YOU ARE USING MAX or MAYA ! Simply because you don't need it, you have the plugins..
So, W.VEEKE, as a content developer, is supposed to have the resources to afford the Max licence, and you, qdai, I don't know wich 3d application you use, but if you use 3ds Max, either the 'evaluation version' or the commercial version, then you already are on the 'easy way' to create you own, personal, custom standard character, and I don't understand why you would bother with 3DXchange.
Now, if you are not using 3ds Max, then, and as W.VEEKE said, again :
"../.. You can not export this fbx file(standard character) to iclone by other programs then max and maya by using the RL plugins ../.."
Then you have the same problem as I have and we are both in the same boat :The generation of a compatible FBX file ( from any application other than Max/Maya ) *is* the all problem.
Modeling, rigging, skinning, etc.. is not. I already have the iClone standard character with the right RL bones structure, connection sets, etc.. in Softimage|XSI.
The challenge is now to find a way to produce this FBX file that will be understood by 3DXchange as a 'Standard Character'.Cheers,
Guy.
ps: english is not my native tongue, so sorry if I'm not always making myself very clear.
--
guy rabiller | GOETZIWOOD STUDIOS
"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.