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Character interactions. How to do ?

Posted By shil 7 Years Ago
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shil
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Are there some tutorials and tips around, covering characters interactions ? All the tuto's available have always only one character. What about interactions between two, three, or more characters. Interactions like hugging, pushing, fighting, playing, sport activities... etc. All kind of physical interrelationships.
 5 years ago, in a interesting thread, the answer was, clearly said, "nope" (with the notable exception of mocap). And in between ? Can someone point me in the right direction.
Thanks for reading

Christy0
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Hi xialin,
There is an oldish pack (Terms Of Endearment) available in RL store, might be some tutorials associated with that.

https://www.reallusion.com/ContentStore/csproduct.aspx?contentid=AIC410DIENU030120100203002

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shil
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Thank you so much for yours answers.

@sw00000

i start to looking for that now. Waiting for the new I7 WIP video about the Motion Graph Curve Editor in iclone. But it seems to me that character interactions are more about positioning and physics constraint (between characters). How to achieve this in Iclone ?
justaviking
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The simple answer is... you fake it.

If two characters shake hands, or punch each other, you animate each character so it APPEARS as if they are interacting.

Maybe some high-end software does it differently, but that's how you do it in iClone (whether you use motions, keyframing, or motion capture).



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Does anyone know if the various interaction (lovers, friends, arguments, etc.) packs work with the current iClone? It was a nice system, but I have no idea if it still works.

EDIT
I downloaded the free hug interactive motions with the floor dummy, and it does work! Smile
It seems to be a scripted thing that does not add performs or operate commands. Maybe it used to? When I hit play, it did the expected animations. Although, I have not found a way to trigger them automatically in the middle of a scene. It seems to only work when the characters are dragged from the content manager onto the markers. I guess I'll look into this a bit more, as there a whole bunch of these packs available.
Edited
7 Years Ago by rampa
eternityblue
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Gosh,  I wonder how many years it will be before we have real physics materials that fully emulate real world interactions,  like a character's derriere deformity as it sits on a leather chair,  that also deforms,  both acting with the physics of their real world counterparts. 10 years maybe? It is so hard to say with software. 

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animagic
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eternityblue (2/8/2017)
Gosh,  I wonder how many years it will be before we have real physics materials that fully emulate real world interactions,  like a character's derriere deformity as it sits on a leather chair,  that also deforms,  both acting with the physics of their real world counterparts. 10 years maybe? It is so hard to say with software. 

Well, there is a point of diminished return. It's like some movies that want to show you what great VFX they have thereby forgetting the story. Sometimes simplicity is better.



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eternityblue
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Uh,  I'm talking about something akin to pbr but for mesh materials,  it won't be diminishing returns after some amount of tech development happens. It will be a whole hell of a lot easier than creating a reach target and whatnot to get someone to hug someone else without clipping etc.  At some point, I don't know when though.  At this stage trying to do that might be diminishing returns,  animating a big butt on a small stool,  but since we're getting morph animation it would be easy now to make a morph in Blender and have the butt deform when sitting down,  similar to the breathing demo they had in that video.  Depending on the scene,  it could be the star of the show.  So even now,  diminishing returns is pretty relative. I just think at some stage,  it will just be the norm,  emulating whole worlds very realistically in side computers. Maybe it would take a farm,  but at that stage,  servers as services would be very mature. 

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Edited
7 Years Ago by eternityblue
mark
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Here's an old pre-viz I did for a cheesy soap-opera a few years back. Thankfully it never got funded. Tongue  I updated it a bit but used all the tools currently available in iClone.. Motion Puppet animation, Motion Layer Keyframes, Avatar's Perform command, Transform Keyframes and Reach Targets.(no motion capture) It's pretty crude in spots but it is a "somewhat" realistic interaction between avatars. Hopefully all this will be much improved with iClone 7's new tools!!! ?? !!  Oh and sorry for the TOS voice tracks but it was just a test ya know!Tongue




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7 Years Ago by mark
urbanlamb
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mark (2/9/2017)
Here's an old pre-viz I did for a cheesy soap-opera a few years back.



I like cheese Smile

I mean with classics like killer tomatoes and stuff cheese is where its at!



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