Posted a new suggestion to the Feedback TrackerProposing Morph Tool + Create Custom Morph Slider as solution to inevitable realtime pokethrough issue
Do read and if it suits you please vote and comment (FT link at the bottom)
POKETHROUGHS happen frequently when fitting, but esp DURING ANIMATION.
Typical clothed characters - Non-Standard/ Standard, hide inner mesh or not, will have
OVERLAPPED MESH AREA between clothing-skin or clothing-clothing LAYERS.
Overlapped layers frequently intersect from REALTIME deformation
- in tight-fit areas: shoulders, chest, back, upper arm, neck, abdomen...
- in loose physics-enabled areas: buttock thighs calves in tunics, trench coats, skirts...
- between its own necessary-2-sided mesh areas such as big lapels and folded sleeves
With CC and increasing interest in multi-layer clothing characters...
With arrival of increasingly pro-grade animators who import misc complex custom rigs...
REALTIME pokethroughs is a certainty, soon to escalate exponentially in iClone space.
Managing pokethroughs is fumbly enough - on a ONE frame ONE-pose doll's tiny bikini top...
Current iClone fix (for all pre-conformed clothing characters)
= Opacity map painting in EXTERNAL 2D app - multiple back & forth!
At best, tedious; at worst counter-intuitive.
Most iCloners aren't UV maestros - no clue where exactly to paint on a flat grey scale texture!
Even skilled users capable of guestimate-eyeballing find it a time-killer!
The far bigger issue:
Fixing MULTI pokethroughs on a MULTI-layer character through 10000+ frame animation...
Current iClone fix: EYEBALL IT (Them All)
1. Playback; diligently dart eyeballs left right everywhere on character multi-layer parts
2. if pokethrough spotted, camera adjust, HIDE THEM from camera view, frame by frame.
3. Or redo, re-record character motion. Then resume EYEBALL-IT from step 1.
Amazingly efficient solution for a giant time-devouring character animator headache?Existing workarounds:
Tip1: action scenes: always allocate an hour or so per multi-layer character!
Tip2: camera avoid pokethrough-prone clothing zones! (top to bottom basically)
Tip3: avoid action scenes if main characters are clothed!
Feasible (and ultra-modern) ???
Seriously...Time for iClone to have a more direct, user-friendly, iteractive, INTUITIVE realtime pokethrough fix.BASIC MORPH TOOL
Call it iMove brush, Displacer, iDeformer, something iClone-ish and fun.
*ref pic: Poser's famous and fabulous Morph Tool
(iClone already improved upon Poser's Walk/Talk Designer, next Morph Tool?)
Basic displacement options: size, fall-off radius, intensity.
Basic shapes: round, square.
Basic modes: Normals/ Screen Space.
On characters: morph Mirroring by Axis + by Material Group.
On clothing: Ignore Backface tick box for 2-sided clothing parts (lapels etc)
Visual feedback: two tones gradient - color-select (like Bone color) shall suffice.
To set various pokethroughs per scene object parts throughout Timeline:
Morph result save as CREATE CUSTOM MORPH
per iAvatar, iAccessories, iProp
+ Custom Morph Sliders (placed in Motion tab > NEW Animation Settings)
+ Custom Morph Motion can be keyed (to appropriate body/face/Animation key tracks)
+ Custom Morph Motion can be saved/collected as Clips and Add to Perform
Beyond a certain number of (say 3) Custom Morph sliders, Motion>Animation Settings could be made a Sub-Tab (like Reach Target)
This Morph Tool is just a crude vertex displacement tool, not exactly modeling/sculpt tool
But it can still meet a few frequently-requested secondary animation needs in iClone:
...to deform simple objects (cushion dent, impacted soft metal door etc)
...to animate cartoony pulsating biceps or punched cheek etc
...to melt simple form like cheese, candle into a soft puddle, etc.
A simple morph tool will not only help reduce iClone dependency on external apps and saves precious time, it will make novice or pro iCloner's animation life a lot easier, not to mention so much more fun, creative and productive.
Thank you for your kind consideration.
If you find this suggestion useful, feel free to Vote and COMMENT in the Feedback Tracker
feel free to add comments here too!
>>> Indie Generalist modeler-rigger-animator <<< Hardware: AlienWare i7-HK 32G GTX1080 2T-SSDs BenqSW320 Wacom-Intuous 3Dconnexion ||| Software: IC6 Pipeline - CTA3 Pipeline - ATK2 - Indigo ||| Zbrush4R8. Blender 2.79. DazStudio 4.9. Carrara. Poser. Octane.
4 Years Ago by