Could we edit bones that are not re-targeted?

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Could we edit bones that are not re-targeted?Expand / Collapse
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Posted 4/27/2012 8:34:44 PM


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It looks like all the bones of a model are still usable, even if they are not in the re-targeting profile in 3DX5. But, there is no way to access them for posing within iClone.

There are windows to allow the human avatar bones to be animated, and there are windows to allow for the posing of non-human avatar bones.

If we had a hybrid window for editing non-standard avatars with the addition of the non-human type editor, we could animate the tails on characterized animals, etc.




Take good care, Rampa
Post #121056
Posted 4/27/2012 11:12:19 PM


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and the boned mouths on makehuman characters.

Wendy♥Photobucket
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Post #121063
Posted 4/29/2012 5:41:57 PM


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I was able to convert a dinosaur with movable tail pretty well by exporting it from DAZ in 2 parts, the body and the tail. I converted the body to a non-standard avatar, and the tail to a non-human avatar. DO NOT MOVE THE AVATAR AT ALL IN DAZ WHEN DOING THIS. I applied them to iClone as I went and then linked the dino tail the dino body (hips). With texture applied to both, it was very difficult to discern the seam. The lighting played nice as well.

Result is that the body uses all standard iClone avatar animations, and the linked tail stays in place and can be posed.




Take good care, Rampa
Post #121219
Posted 4/29/2012 10:16:00 PM


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Here is my second take. The 2 avatars blend seamlessly because they have the same UVs despite being cut in two. I actually re-rigged/weighted the tail avatar for a simpler skeleton vs the whole Godzilla skeleton (Thank you Misfit Model 3D). The IK worked much better with a simple skeleton.

Anyway, the walk was done with motion puppet on the body avatar after converting it non-standard avatar, and the swinging tail with the IK controls (Edit Motion Layer with non-human avatar). Enjoy.





Take good care, Rampa
Post #121249
Posted 4/30/2012 12:34:02 AM


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what a cool idea!
I myself have been playing with the Robdog and cat, the household animals and Daz millenium cat.
I have sort of gotten them into a needs work still quadruped t-pose that works with iMotion walks (not quite natural due to arm swings not really front leg walks) but then found that saving the Robocat/dog personas and reapplying added THEIR perfoms to the others works better, can go the other way too.
doing the tail thing would be the icing on the cake for my growing fourfooted iMenagerie!
not good enough to post a video yet some mesh bulges rather oddly (robocat/dog quite good) but I can save the various t-poses and as I get them better replace them.


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Posted 4/30/2012 11:31:33 AM
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Rampa, I like your idea of the attached self-animating appendages, lots of possibilities there.

Wendy's point about mouths also applies to other facial bones and could help for models that don't map well enough with the upcoming 3dxchange feature, so I think it would still be a good option to have.

-- Reacher
Post #121292
Posted 4/30/2012 6:23:11 PM


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My thoughts too Reacher! I didn't get as far as making the head a separate avatar, but that would really help for animating it.

I really like being able to use the motion puppet to animate the body, as it is really quite versatile without requiring starting from scratch. I like the Direct Puppet a lot as well. That's what I used to make him lean a little at the end when he whips his tail around.




Take good care, Rampa
Post #121336
Posted 5/2/2012 6:40:51 AM


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Very nice suggestions and feedback. Thanks.

 

                                                                

Peter Edwards
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www.reallusion.com

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