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Creating animations for use with an iProp

Posted By Kelleytoons 9 Years Ago
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animagic
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pka4916 (6/16/2017)
Ain't the Physics toolbox already in Iclone?   or did you mean you purchased Iclone ?

The Physics Toolbox was a plugin for iClone 5 using Bullet Physics. It works in iClone 6, but only for playback.

iClone 6 and above use PhysX, which is a different system. You can still do all kinds of physics-based animations, but there is no toolbox as such.



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pka4916
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will2power71 (6/13/2017)
KT, 

Have you given any thought to the iClone Physics Toolbox? From what you posted, It sounds to me like the ideal solution for what you're after. It seems to me like you could compile a complex animation by combining simple animations in iClone to get the desired result. I actually purchased it myself for that purpose --I am not interested in doing a bunch of mechanical rigging in another application and then trying to do everything here. 



Ain't the Physics toolbox already in Iclone?   or did you mean you purchased Iclone ?


but0fc0ursee
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videodv (6/15/2017)
you may see the import file frame lenght different i.e if you set timeline to 200 frames it may come in as 480? not sure why must be a setting I am missing just match accordingly i.e 1 to 120 instead of 1 to 50.

I don't think your missing a setting. I believe 3dxchange imports animation at 60fps, as apposed to the normally used 24 to 30fps.
The beginning and end markers enables accuracy for the different frame rates.
Kelleytoons
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Thanks, Chris, that does help.



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0I dont have max but I use Cinema 4D
This is what I do.
Set time line to length of animation (say 200 frames)
Create first action from frame 1 to 50
Create second action from frame 51 to 100
Create third action from frame 101 to 150
Create forth action from frame 151 to 200

Export to FBX

Import into 3DExchange make sure you tick import animation box.
When in 3DExchange goto Animation Tab you will see your file there, Add to Performance Editor three times, you will see will see four files there, change name for each Performance then set the start and end frames to match above. you may see the import file frame lenght different i.e if you set timeline to 200 frames it may come in as 480? not sure why must be a setting I am missing just match accordingly i.e 1 to 120 instead of 1 to 50.

Hope that helps
Chris.



but0fc0ursee
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It's one way to move one object and control multiple motions. It does the same priciple as the physics toolbox and much more.
Nothing complicated here.
Robotic rigging takes time to learn. Especially when you change controllers and blend weights.

I don't look forward to having a great deal of perform commands in 3dxchange, when a few will do.

Kelleytoons
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Maybe it's just that I'm tired after playing tennis (which is true) but what you have described sounds SO complicated versus just making the animations separate FBX files.  I'm not sure what advantage, if any, I'd have doing it your way.

If I get the time I'll look into Reaction manager (I was using Max long before there was ever such a thing) but for now I think I'll stick to what I know (because I'm old <bg>).



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but0fc0ursee
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Also when using reaction maager...
If you move, rotate or scale an object on a given axis (x,y,z) you can no longer animate that object,
"Until" you add an additional position, rotation or scale controller to that bone.

Make the newly added controller active and you regain animation access for that bone.
The preivous controllers animation is still intact, too.
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Because I DO need these all separated (I can't the dials spinning all the time because sometimes they are, and sometimes they aren't, so I need separate Performs for each state).

Here is the trick:

Reaction Manager Setup:
You can only use 1 object to controll multiple objects, but you need the dials to activate at different times.

(Visualize Dial motions)
Robotic Rigging:
1. Use 1 object (Helper or Primitive) to trigger your dial animation.
2. Use a different object (Helper or primitive) to trigger other animation.
Now use a "New Object" to blend the above with "Weight Values"

Here is the trick:
For a given limb, create an object to control its dial animation.
Select this controller and assign it (In Reaction Manager) as the "Master."
Now "Ctrl Click the bone(s) that will complete the dial animation.
Assign the bone or bones to Reaction Manager as "Slaves."

You have the choice of selecting specific animation tracks.... "Position, Rotation, Scale, etc."
or Move the timeline.... transform the "Master"
Then animate your "Dials".

Now when this "Dial Master Controller" moves.... the dial animation activates.
2 Perform commands controlls that limbs animation.

Repeat this (Master / Slave) process to controll all of you motions.
Then create a "New Master Controller" to shorten your 3dxchange perform commands.

Do a few reaction manger (youtube) tutorials.
Kelleytoons
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No, not morphing. Just bone movement animation.

But I guess I'm confused about the Reaction Manager.  Here's the dealio -- I will need separate performs in iClone.  One to "die", one to have the dials move, one to have the dials move WHILE the character dies, etc.  As I understand it, I need to create each of these separately and save out as separate fbx files for import into XChange.  According to research it has to be done this way in Max, there is no way to have multiple animations stored in Max that result in multiple performs in iClone.

But is Butofcourse saying that Reaction Manager CAN save all of these separate animations that will load in as separate ones in XChange?  That's what I don't get.  Because I DO need these all separated (I can't the dials spinning all the time because sometimes they are, and sometimes they aren't, so I need separate Performs for each state).  It seems to me, from the description, that Reaction Manager COMBINES animations rather than keeps them separate.



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Mike "ex-genius" Kelley

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