I'd like to introduce my new character type - Game Ready 5 Character (GR5). This character based on G5 Game skeleton and facial bone system which have been created by Reallusion for high compatibility with external 3D applications after export ( 3DS Max, Unity 3D etc.).
Characters on Standard G5 skeleton just perfect for using inside iClone, but they do not oriented on export into external 3D applications -- As You know FBX format has restriction on export controllers used in special skin deformation bones implemented in Standard G5. So these characters will have skin deformation issue after export -- skin deformation during motions in external 3D applications will looks not the same as inside iClone; especially it can be notable in elbow and knee zones. (this is main reason why I do not sell export licenses on my PR5 characters).
Characters on G5 Game skeleton totally free from such issues (because they have no controllers which not able to export in FBX) and constructing character motions in iClone You can be 100% sure that You will have exactly the same look in external application after export.
But lets take a look on character
As You can see it looks rather close to my characters from PR5 series, but in fact it is absolutely different..
This character has reduced polygon counter -- 19.5K triangular polygons (for comparison Chuck has 25.6K, Gwynn - 26.6 K).
Character consists of 2 main meshes (body with head and boots) and 6 small mesh objects (Eyes, Eye Lashes, Teeth and Tongue).
For better compatibility with external applications which have restricted support for 2-sided materials, both main meshes are "solid" -- no open edges.
Character used only 2 materials with 2K resolution (Body and Head), materials for Eyes and Eye Lashes are very small. This way character can be normally processed in applications with low resources usage.
The skeleton used in this character slightly different from G5 Game specification in Whitepaper -- all bones have the same names and hierarchy (as in Whitepaper), but body bones (except head and facial bones) have traditional local axis orientation -- along bone length. This have been made because some external 3D applications have problems if local bone orientation does not mirrored on opposite body side, but all bones have been aligned to world axis (have the same orientation). This difference does not affect on motions support inside iClone because 3DX mapped all body bones to internal bone system during import.
Of course GR5 character has full facial animation support (Muscle, Viseme, etc.).
If You wish You can take a look at Viseme and some Muscle presets implemented in this character :GR5MC_FaceAnim_01GR5MC_FaceAnim_02
Also should remark, that because the character used bone-based facial animation You can easy tune all presets (if You wish) or create your own custom presets directly in 3DX (no need to use any additional 3D programs to do this).
Unfortunately I did not make video demonstration yet, but if You with You can take a look at video which shows this character beta version - http://www.youtube.com/watch?v=dMbF7qfKPVM
This character practically finished and soon I'm going to publish it in Marketplace, but it'll be extremely helpful for me if You can answer some questions:
- Whether character's technical specification described above fit to requirements for your 3D application or not?
- What type of GR5 character You would like to see next? -- Casual (like this one) or thematic (Military, Sci-Fi, Fantasy or some other).