Thank you very much for your response, it was very enlightening. I didn't know that RE: Humanoid Avatars and bones. As a follow up question, when the character is essentially 'rigged' in 3DXchange, if one selects on the bones a Humanoid Avatar should have, won't the animations applied in iClone only transform / rotate those correct bones? When then creating the Humanoid Avatar in Unity, everything matches up. In your experience, is this not enough? Do those extra bones need removing completely? I ask because animations created in Maya work fine for this workflow on the same model and control rig.
Also, after reading your post I did some further digging around and found a significant difference between the working iClone export and the broken ones. For some reason, the broken exports have their bind pose set to the model pointing from toe to head along the Z-axis. I.e as if the model is lying flat on their face. The bind pose effects skinning, right? I'm not that familiar with this side of things but would this impact the facial animations? Do you know how this is set in 3DXchange / iClone? The model's initial pose from creation is with the Y-axis as up (including bind pose) and I'm exporting from 3DXchange with the Y-axis set to up too. I'm not sure how this is getting changed.
Wow! I really enjoy your questions.... reminds me when I first started.
I learned long ago to find what the Game Engine requires... (One Hip) and see iClone bones with (Pelvis & Hip)
Then create one skeleton and "Re-Purpose" it.
At first... it's long and tedious... then, as you gain experience.... you get FAST.
Today... I "Re-Purpose" my rig.
~ I strip ALL characters to "My Rig" and NEVER have any surprises.
most characters in approx. 5 mins.)
...this saves me tons of worry.
I don't expect you to do as I do,
I never have to worry if iClone or 3dxchange is doing this or that properly.
Sorry, I can't accurately elaborate whether iClone / 3dxch is doing this or that... I don't use RL Bones.
You are correct RE: "If these bones are selected... the transform are correct in Maya",
but... you are using iClone....
The (Bind Pose) really chapped my hide. (morphs are effected)
3dxchange WILL export character to Unity or Unreal. You need to learn the iClone way and your go to go.
...or do as i do.
2 Years Ago by