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Newbie
      
Group: Forum Members
Last Login: 2 days ago @ 4:09:34 PM
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| Hello to everyone, I'm new to Iclone although I've worked in Daz,poser,3dmax and Maya, have at least a working knowledge of them. Interest in iclone is animation. So I begin with a noobie question: i understand that characters made by daz and poser can be imported via 3dxchange but the resulting product would be static, no animation. I'm guessing that there is no way these can be animated once loaded into iclone, is that correct? Also the only way to maintain bone structure and thereby animation is through export from 3dmax or Maya? What if you exported a daz, poser character using collida to 3dmax, then export that same character to 3dxchange to iclone, has anyone had success with this route? Just looking for various ways to use my existing content. Thanks for your help.
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Tutor
      
Group: Moderators
Last Login: Today @ 11:20:11 AM
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| Hi, For any model to become a "Standard" iClone figure and one that can use the iClone motion files, it has to be rigged with the RL Bone system first. Currently the only way to rig an avatar with the RL Bone system is with 3DS Max using the G1, G2 or G3 Templates which contain the bone system. So while it is quite possible to export a Poser figure into 3DS Max, it will need to be rigged and skinned first before it can be used. It also has to be remembered that most of the recent human models from Poser or Daz have simply too many polygons to run well in the real time enviroment of iClone. Older models such as the Poser 2 or possibly Poser 3 avatars would work fine in iClone once rigged first. Now with the release of the iClone3 Max Plugin it is now possible to create your own animation files and non-standard characters using the 3DS Max Character Studio Bip bone system instead of the RL Bones system. With this method you could create characters that would have animations in iClone but would not be able to use the standard human motion files or those from the many motion content packs. For more information on all this why not check out all the developer documentation available from the Developer Center: http://developer.reallusion.com/default.aspx
Peter Edwards Forum Moderator iClone Daily Blog
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Newbie
      
Group: Forum Members
Last Login: 2 days ago @ 4:09:34 PM
Posts: 13,
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| Thanks Peter for your reply, would there then be a problem using 3dmax existing obj prop or scene files without modification? In addition, I'm in the beginning stages of learning 3dmax and have reviewed your suggested ccd materials, is there detailed instructions other than whats provided in this material that you recommend which explains rigging in 3dmax?
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Tutor
      
Group: Moderators
Last Login: Today @ 11:20:11 AM
Posts: 1,666,
Visits: 2,876
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| You can use 3DS Max props and scenes in iClone without any problems. Just follow the simple guidelines given in the Developer Center documentation relating to props, scenes and accessories. This is a much easier process than rigging characters. If you are fairly new to Max then I would suggest reading their own tutorials on Rigging and Skinning. The best place to start would be in the Character Animation Without Biped section and work through the different stages relating to rigging. Although this refers to Max Bones rather than RL Bones, the principles are the same. I hope this points you in the right direction. 
Peter Edwards Forum Moderator iClone Daily Blog
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