| | | Newbie
       
Group: Forum Members Last Login: 11/24/2009 11:48:56 AM Posts: 4, Visits: 65 |
| Hi Everyone!
Special thanks to the forum moderators for helping IC users like me. The respone in my earlier topic was very helpful and informative.
I never used 3DS Max and i've been using Blender 3D since a very very long time before i purchased Iclone six months back. Blender 3D is versatile and freeware for 3D Modeling, Rigging and Animation Production, it supports most of the 3D formats in Industry. Unfortunately It doesn't have the ease of using Motion capture (.bvh files) to its rigs and also it does not have Iclone Export Plugin like reallusion is marketing for 3DS Max character, accessories, props, scenes, etc export to iclone. 3DS Max is a very expensive program to be used by majoriy of CCD members like me. If there is a Blender 3D Plugin, I consider the floodgates for more animal or other quality content packs from CCD members can make iclone the most desired product in the market in the long run.
Also, I would like to bring to your notice that i want to use an elephant character in my project. Can i use the character with animation exported in FBX from blender 3D or DAZ 3D into max and export it for iclone ? will the Elephant character work in my iclone 3.0 Standard Edition ? |
| | | | Senior Member
       
Group: Senior Forum members Last Login: 1/25/2010 7:56:33 AM Posts: 51, Visits: 344 |
| | Animated props maybe saved via FBX but still need to be converted thru 3dMAx. Static props can be loaded at the OBJ level thru 3Dexchange. Main thing is to keep it LOW poly, I would aim for 10K and try for under 20K for a main character. All the animation required needs to be in segments on the one timeline. Whitepapers in the developers section about "RLGuide_Accessories" has additional info. I have not had too much luck with riggs with IK, so do not use it when skinning your elephant. If you want it to control like a realluion Character, it needs to re-skinned to the RealluionBones within Max. |
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Tutor
       
Group: Senior Forum members Last Login: Today @ 10:21:10 AM Posts: 638, Visits: 1,279 |
| | Allow me to enter here! I have a particular opinion on polygonal count extreme considerations. The number of total polygons in a project is more relevant than the individual poly count on a particular character or prop. This is understandable because it is the 3D software engine built into the Video Card, the one responsible for the total image updates, and higher polygon counts means more effort for the engine. On the other hand, realism is possibly the most important factor to consider when doing 3D production. Realism is in direct proportion to well employed polygons. It is not very acceptable to see an orange with the shape of a polyhedron! Like a "crystalized orange"! Also, we have to consider the two radically different modes, iClone has for creating video sequences. iClone maintains a constant refresh of the work area, and this can be seen even when the play back is stopped, idle motions or spring-flex motions keep occurring. The "Director" mode is much more intensive in consuming engine resources as it is constantly updating the work area, and interpreting "behaviors" and "director" commands. The "edit mode" is more suitable for conventional animation techniques, where all animation and action is developed shot by shot, creating individual clips to be later edited into a complete sequence. Ideally, the higher resolution and detail level is preferable and usable because, as there is no "continuity" involved (making short scene shots), there is no need for large sets or environments, and it is possible to work take-by-take. Hence characters, props and accessories should have the poly count required to make them believable and sharp. The animator will use this type of components when working in highly credible scenes. Lower poly counts are better if working the "director" style, for informal, random like production in a huge environment. So there is no reason to limit characters to low poly counts. Both are needed! I hope this helps understand the alternative methods for producing animated clips! Mike
Mike Aparicio Reallusion Certified Content DeveloperReally Certified 
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| | | | Newbie
       
Group: Forum Members Last Login: 11/24/2009 11:48:56 AM Posts: 4, Visits: 65 |
| | Thanks Mike, your knowledge is appreciated. |
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