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Rigged Max character

Posted By peteradam6 14 Years Ago
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W.VEEKE
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Hi, maybe this will help a little

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.

You have to throw away the bones from your own character.And throw away the mesh from the RL character Line your own character  up with the RL bones and rigg your mesh with the skin modifier. you can do this with one mesh. Export it as non standard character and you can apply all standard motions(except facial motions) in Iclone.

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Peter (RL)
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qdai (4/25/2010)

Ok, now how do you use a unique custom 3ds Max character to create a Non-Standard Avatar that can use "Standard Motion files but NO interchangable body parts"? With 3dXchange or the iClone4 3ds Max plug-in? And, since you are not interchanging body parts (b/c it's Non-Standard) do you still need to define the UPPER, LOWER, SHOES, FACE, and HAIR structures?

To create a Non-Standard Character for iClone4 you will need to rig your avatar with the RL Bone system. You will not need to define Upper, Lower etc.

The RL Bone setup is available in Max format in the Developer Center or in FBX format in the 3DXchange4 Pro Resource Pack. You can use these bones to setup your own custom avatar.

For more information on the differences between Standard and Non Standard Characters you may like to look at the guide called Creating G2 characters for iClone. This is available in the Archive section of the Developer Center.

                                                                

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qdai
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Thank you W.VEEKE and Peter Edwards for your invaluable, and more importantly informative replies!
Edited
14 Years Ago by qdai
GOETZIWOOD STUDIOS
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W.VEEKE (4/25/2010)
../.. 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../..


Hi,

I believe it is possible because when you load the Maya fbx character base in 3DXchange and export it, you then get a 'Standard Character' usable as such ( standard motion, facial motion, parts switching, .. ) in iClone.

The problem is more on how to create the correct fbx file from your software. Wink

Cheers,
Guy.

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Sen
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Hi guy ,

I presume the fbx base character is export from max Tongue . I don't know maya , but It's could recognize , and conserve the connection and others requirement from the RL base bones .
XSI , and others can do this ???? I know some sofware rename ID vertex and crash iclone ....




CGTRADER


Edited
14 Years Ago by Sen
GOETZIWOOD STUDIOS
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Hi Sen,

Sen (4/27/2010)
../.. I presume the fbx base character is export from max Tongue ../..


No, it has been exported from Maya, hence the name "Character_Base_for_Maya.fbx". However the problem is not with 3DXchange, wich is capable to export standard iClone characters, but the problem is, like for any other 'false standards' where you have 'user datas' or datas interpreted in a custom way by applications, how to create a proper FBX file from any 3d application to be properly accepted by 3DXchange..

Afaik this has not been documented by Reallusion yet, unfortunately.

Cheers,
Guy.

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bluemidget666
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I believe it is possible because when you load the Maya fbx character base in 3DXchange and export it, you then get a 'Standard Character' usable as such ( standard motion, facial motion, parts switching, .. ) in iClone.

Does this mean that any program that can export a fxb file can be used to produce fxb files that could be converted to Iclone standard characters ?

Im looking for a pipeline from quidam to Iclone standard...Smile



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GOETZIWOOD STUDIOS
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bluemidget666 (4/27/2010)
Does this mean that any program that can export a fxb file can be used to produce fxb files that could be converted to Iclone standard characters ? ../..


I believe so. The tricky part is to be able to create the right fbx file with the right informations for 3DXchange to 'understand' that it is meant to be exported as a standard character.

Cheers,
Guy.

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guy rabiller | GOETZIWOOD STUDIOS
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bluemidget666
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So how we find out more about this ... coz to be honest I could kill for a way to do it with fxb files without 3dmaxSmile



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qdai
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grabiller (4/27/2010)
W.VEEKE (4/25/2010)
../.. 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../..


Hi,

I believe it is possible because when you load the Maya fbx character base in 3DXchange and export it, you then get a 'Standard Character' usable as such ( standard motion, facial motion, parts switching, .. ) in iClone.

The problem is more on how to create the correct fbx file from your software. Wink

Cheers,
Guy.


What do you mean by "Maya fbx character base"? Is this an iClone mesh used for customization in Maya? Is this a native Maya Mesh/Rig? Can you post a picture of it in Maya and in iClone? Where in Maya can the Maya fbx character base be found?
Edited
14 Years Ago by qdai



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