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nealtucker
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nealtucker
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 209,
Visits: 1.3K
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Hi Guys, can you help me with this as it's new to me. I purchased a Mech for a project I'm working on in iClone from Turbosquid which said it was Low poly, Game ready and Rigged and PBR which is just what I want. I can get it into 3Dxchange ok and out to iClone but I want to be able to animate it, How can I set it up to do this, Changing the model to Non-standard shows the rigging as in the Pic but what do I do next, I can not get the "convert" button to be active so not sure what I am doing. What would be the work order for this to work? As a test I set some parts to Sub Props as in other videos and this was ok but I want to use the drag and drop animations in iClone if possible? Thanks Neal 75% of original size (was 675x19) - Click to enlarge
--------------------------------------------------------------------------------------------------------------------------------------- View my latest Iclone project THEY ARE HERE Renegades versus the overlords 
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raxel_67
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raxel_67
Posted 7 Years Ago
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Group: Banned Members
Last Active: 5 Years Ago
Posts: 762,
Visits: 2.0K
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You need to map the bones in the mech to the rl bone structure ( the human skeleton near the convert button) you must set the mech in t pose and then assign the bones by clicking the bone you want in the skeleton, your cursor will change and you can select the equivalent bone in the mech, after it is done you can click convert, search for this topic on YouTube in the reallusion channel, there are tutorials that can guide you through the process better than a forum post. Hope this helps
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nealtucker
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nealtucker
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 209,
Visits: 1.3K
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Thanks Raxel, that got me on the right path, it seems other folk get problems sorting out what bones to map and what bones not to map, after a lot of trial and error it's now coming together, The thing is, in order to test the motions in the editor all the main bones must be mapped to something, it's a pity we can not disable some bones in the editor to be able to work through the model and see what is affected by each bone, in fact, some may not be needed but you are forced to pick one? If someone knows of a way to do this can they please share? Thanks Neal
--------------------------------------------------------------------------------------------------------------------------------------- View my latest Iclone project THEY ARE HERE Renegades versus the overlords 
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raxel_67
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raxel_67
Posted 7 Years Ago
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Group: Banned Members
Last Active: 5 Years Ago
Posts: 762,
Visits: 2.0K
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My memory is a Little fuzzy on this but if i remember correctly you can select the bones individually and rotate them in order to see what they move. You Just need to map the bones that match your mech to the skeleton, after that you can either not map the remaining bones or map them to something called extended bones (or something like that)
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dogged2003
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dogged2003
Posted 7 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
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Visits: 4.5K
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nealtucker
Look at here.
But the skeleton of the model looks awful.
My YouTube channel.
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nealtucker
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nealtucker
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 209,
Visits: 1.3K
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Thanks Raxel. To me it looks like you have to select or populate all of the bones in the setup box otherwise the "convert" button will not work, also rotation of the parts does make it easier. " extended bones (or something like that" I'll have to try that as he's not quite playing right at the moment. if anyone has any tips please share your wisdom. Thanks Neal
--------------------------------------------------------------------------------------------------------------------------------------- View my latest Iclone project THEY ARE HERE Renegades versus the overlords 
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nealtucker
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nealtucker
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 209,
Visits: 1.3K
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Thanks dogged2003I did look at that a few days ago, the gorilla rig looks easy, and yes this rig looks strange to say the least, I have to pick my way through it, all good practice though' Neal
--------------------------------------------------------------------------------------------------------------------------------------- View my latest Iclone project THEY ARE HERE Renegades versus the overlords 
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raxel_67
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raxel_67
Posted 7 Years Ago
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Group: Banned Members
Last Active: 5 Years Ago
Posts: 762,
Visits: 2.0K
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One thing i forgot to mention is that setting the tpose is super important, if you don't set it up correctly the motions wont work properly or you will notice weird motions ie it is walking properly but the arms are all over the place
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vidi
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Group: Forum Members
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Maybe we could help you if you upload the figure for checking because without see what all these node mean is hard to help .
------------------------------------------------------------------- liebe Grüße vidi
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nealtucker
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nealtucker
Posted 7 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 209,
Visits: 1.3K
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raxel_67 (9/2/2018) One thing i forgot to mention is that setting the tpose is super important, if you don't set it up correctly the motions wont work properly or you will notice weird motions ie it is walking properly but the arms are all over the placeI'm thinking if I can just set up the legs for it to walk correctly, which is almost there as the guns fly around and two shoulders at the very top of the mech move around, then I can sub prop the guns and animate them separately, this will be good enough I think. This was why I thought it would be good to not have to map every bone in order to test it out, your idea of using some unused model rigging to bones may work, I'll give it a go tomorrow.
--------------------------------------------------------------------------------------------------------------------------------------- View my latest Iclone project THEY ARE HERE Renegades versus the overlords 
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