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iClone 7 - 2019 Roadmap

Posted By Tony (RL) 10 Months Ago
Rated 5 stars based on 2 votes.
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dante1st
dante1st
Posted 2 Months Ago
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DavidinLA (8/29/2019)
On my wish list for iClone are

- Make the search function faster please. I have a phone game I play every time I start an asset search because two minutes seems to be the norm. I know you can do better. Daz's search results are immediate.
- Let us easily make our own directory structure for assets.
- Have a Daz type installer that installs all of our content at once. I dread installing new items and I really dread the thought that I'm going to have to install many, many times when I upgrade my computer.

Thanks for listening.


I find that it's much faster to just search using Windows Explorer instead of within the program itself.



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My iClone short films: https://www.youtube.com/iClone316

evert.korner
evert.korner
Posted 2 Months Ago
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As a modeller I really miss a integrated custom character workflow with all the possibilities of Iclone and CC. As long as the custom designs - and that involves mainly non standard characters - are not integratable with the iclone standards, animation developers are stuck with what Iclone prescribes. And in my opnion that is what obstruct Iclone in being a dominant animation solution for the proffesional industry
TonyDPrime
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I would like to ask RL for this - a way to bake the Look-At-Camera animation to keyframes in the timeline.

After contemplating this for  awhile, I now view that it is NOT a bug that Look-At-Camera cannot export out. 
Because, really, the Look-At-Camera is a proprietrary piece of iClone's own internal animation suite.  All it does is internally anchor one object to another, while the 2 are moving.
Thus, it does not generate keyframes which conform to specs that would be included in an FBX export out.
In a way, it's like PopcornFX.  It doesn't really have any thing to be exported out.

BUT...
In marketing and showcasing iClone's animation transferability to other engines, a typical interested animator will not be making the distinction whether or not it really is a timeline keyframed element. 
Rather, they will assume that it's an animation, just like any other animation, that should be exporting out.  And when it does not, it will feel like it is an issue or a bug.

What I would like to propose is that we are given a formal way, in iClone, to bake the Look-at-cam to key frames. 
Currently, any export out of Look-at-Camera results in unusable jittery eyes.
It also can NOT currently be exported out to 3DXchange as an iMotion or iMotionPlus, as it is also jittery.
So, the big deal here is that this part of iClone is not usable in Unreal, Unity, Octane, C4D, 3DS Max, Maya, Blender, etc.
But, if we could bake it in, it would then solve all the export problems and we could just use the keyframed animation in outside engines.
Which, would be amazing.  As the Look-At-Camera animations in iClone rule.

Please consider this.  For the Love of Indigo.

Thanks, peace, and wealth. 
And health.
And stealth.

andrew.genaille
andrew.genaille
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Hi,I’ve been looking for I formation on the stream VR motion capture, ive decided to buy an Occulus Quest and was going to pay for a subscription for a 3rd party program in order to creation motion capture. That depends now on how long before the streamVR that you guys have coming gets here.Is there a time it might show up?



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