hi, dear support team
I am new for Iclone and haven't really tried it yet, based on lots of tutorials I watched on youtube I can feel this production is perfect for an indie developer to build his own avatar system from creating to final animation.
I found lots cool facial animation fracture is based on a pre-defined facial mapping, it looks like the user has to assign the correct morph/blendshape or adjust the bone to correct position/rotation in the 3D exchange App, I believe for characters created from character creator all have been pre-defined this well, but for the customized character, I have questions about the joint driven facial rig.
there is a tutorial for a character importing, but the facial rig is a very simple, I think it is fine to just adjust the bone in your 3D exchange software to reach different facial pose like eyeLeft ,open jaw .
but for some complex rig has lots sub joints like below, it is impossible to set up each joint well for a specific facial pose in your 3D exchange app since no rig controller like Maya or Max has.
in Unreal, they have a solution for the joint driven rig, which is to use pose assets to pre-define facial expressions, basically, they suggest user to key 51 facial expressions in Maya , and bake it to bones and exported into unreal as an animation clip, create a pose asset includes 51 poses from it and rename those expressions as jawOpen/eyeBlinkLeft .., so we no need to manually set the bone position in Unreal anymore.
I haven't found a similar operation demo in iclone, just wondering if there is such a function to solve this kind of requirement.
thanks.