For characters, I'd use it the other way around. I'd do the animation in iClone and export a sequence or .mdd or .abc (Alembic)
The reason for that is that other programs do dumb things like get the bones flipped or mess up the weights or some other stupid thing that breaks the animation. So there'd be no need to redo the bones or anything, 'cause what you see is what you get.
Bringing things into iClone would be things like MoGraph animations from Cinema 4D or some other crazy animation that could either very easily break in iClone if even import at all.
OBJ sequences would be good too though.
I've done a bit of research and it seems that Alembic doesn't support materials even though it says it does. That's REALLY REALLY dumb and kind of a shame. I've asked on both the C4D forum and the Octane Render forum about this and have yet to get responces other than "Nope, doesn't work" but I saw a video of it working... at least from Modo. I suppose the next step would be to find someone with a copy of Modo, give them an obj and have them export it as an .abc file to see if the materials come out. I don't know if I can do it in the demo version.
OBJ sequences would be cool too as I said.
I'd LOVE to use a GPU renderer like Octane or Cycles, but in order to do that, I'll need to import .abc files for Octane (No materials so that fails) and for Cycles (.mdd from C4D can only export one .mdd per .obj file) and as you know, the characters have multiple ones.
Now I'm sure there is a way to merge the seperate objects into one but that in itself takes a lot of work since there are UV maps and all that stuff... or just have a TON of obj and mdd files.
I'll have to just export the obj file from 3DX and see what happens.
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