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Upcoming G5 Game Bone Character Promotion

Posted By KaiD 11 Years Ago
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vidi
vidi
Posted 11 Years Ago
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the weight is correct, if I convert with Maya Human Bones.


What mean you exact ? if you put the RL Bones or your own Bones in a Mesh, to need still to weight it. I think not that is automatically correct

... also my question again , what is if you use manually Expression editor ? works this ? or deform the mesh too

however maybe your should make a screen



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Vit3D
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Posted 11 Years Ago
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Hi Tesira,

You are right for automatic conversion ALL bone's axis must have the same aligned --
up direction - Y
right direction - X
front direction - Z
In most 3D applications bone's axis typically aligned to bone length, but this not work with current Automatic conversion setting.
So to solve this problem You should convert character manually or re-align all bone's axis (as described in Whitepaper).

Vit


vidi
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including described bone orientation

Where can I find this ?


again ....
or re-align all bone's axis (as described in Whitepaper).


What mean you ? I can not find this information in the whitepaper
Where can I find "the rotation order is .... bla..". Maybe my lack of english ? BigGrin


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Tesira
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Posted 11 Years Ago
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Thanks vit,

I have thought so. Well the manually convertion isn't such a problem, if I save the profils. And all dos work well with it. But will try to get also the right bone direction for automatic convertion. Now the mare dos call me for a short holiday, so iClone must wait.

Have a nice weekend
Tesira


vidi
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Well the manually convertion isn't such a problem

schön bei dieser Gelegenheit doch endlich mal zu erfahren das manuelles Einstellen funktioniert BigGrin



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Edited
11 Years Ago by vidi
Vit3D
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See Sec 3: G5 Low Poly Skeleton Setup (just after Pic G) -
"All bone local rotational axis values should aligned to the world."

Vit


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All bone local rotational axis values should aligned to the world.


I have no Idea what that means BigGrin Maybe a Max thing ? Hehe

If I rigg a body I have a Guide that has different Rotoation Order for each part

For Body yzx for arms xzy for toe zyx ...
A rotation order of zyx means that the "twist" will be along the Z axis. The bend and side to side will be along the other two. It is ESSENTIAL that the first order of rotation is along the axis that the actor would naturally twist.




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Vit3D
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Yes, this documentation oriented on 3ds Max users...
If You have "Facial Pipeline Pack" just open "iClone GameBone Avatar.fbx" file in your 3D application and switch to manipulation in local coordinates (or something like this). This way You will see local bones axis orientation. All bones have the same orientation in local coordinates,You should use the same orientation for auto converting.

Vit


vidi
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I can not import this rig in my 3D Programm, otherwise I would it use .BigGrin

You are right for automatic conversion ALL bone's axis must have the same aligned --
up direction - Y
right direction - X
front direction - Z


I do use yxz now
maybe that is I wanted to knowHehe





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Edited
11 Years Ago by vidi
vidi
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I was thinking too complicated.Hehe I thought Facial Bones just go with RL Bones Game structure.
Now I understand the procedure , That is incredibly awesome.

Also now I love Bones in face more than creating morphs.Tongue

All bone local rotational axis values should aligned to the world.


I have understand that now, too.

Learning by doing BigGrin

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Edited
11 Years Ago by vidi



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