W.VEEKE (4/27/2010)
Hi, I think there is a big misunderstanding about the fbx file.
...To makestandard characters You allways have to rerig your ownmesh with the bones from the fbx or the RL bones or in maya. In allcases You use allmost the the same proces. and yes then you can do this also with 3d exchange(with an allready rigged standard character), but then you can better transport direct with the plugin.Allow me to summarize what I think you said. Tell me if I am right or wrong. There are 2 practical ways to get a unique custom mesh into iClone in such a way that it can be animated:
A
1.Sign up for the Developer Premium CCD Membership.
2.Get the iClone Standard character Template and the 3ds max plug-in.
3.Open the Standard Character Template (I assume it is in .max format) in 3ds max.
4.Delete the Template mesh leaving the RL bones.
5.Size your unique mesh to fit the iClone Standard Character Template bones (or RL bones).
6.Use Skin Modifier to skin your mesh to the RL bones.
7.Use the iClone 3ds Max plug-in to export your TOTALLY CUSTOM CHARACTER to iClone format.
8.You now have:
Non-Standard Avatar that can use standard motion files but
NO interchangable body parts and
NO lipsync.
OR, OR, OR
B
1.Purchase 3DXchange 4 Pro which comes with the Character Designer's Resource Pack.
2.Import the iClone Standard Character Template (in fbx file format) into Max or Maya or any other program that accepts fbx file format. The iClone Standard Character Template includes the Character Mesh and RL bones.
3.Follow steps 4 through 6 from above.
4.Import your completed custom character into 3dXchange (in fbx format).
5.Export your Non-Standard "custom" iClone character to iClone format.
W.VEEKE (4/27/2010)
To make a fbx file is not difficult because max and maya (and many other programs)do this automatically because it is buildin in the programs or as a plugin.. But before you can export your own character you allways have to rig your own mesh with the bipped or RL bones or bones in maya, that is for most users the most difficult part. You have to cut the mesh in the standard bodyparts with theexact neededvertex counts and mesh selection(so that the body parts will stich together in iclone and the head will do the facial animation).I assume you only have to do this (worry about vertex counts and cutting the mesh) if you want to use your unique mesh to create a STANDARD iClone character that can exchange body parts with other STANDARD iClone characters and that can use iClone's facial animation? In this case, you'd be better off using iClone's character template instead of your own custom mesh.
W.VEEKE (4/27/2010)
But of course there are tricks to more easy rig your character. But that was not the question.
WilNow it is, if you are willing...what are these tricks (for 3ds Max rigging)?
Edited
14 Years Ago by
qdai