grabiller (4/28/2010)
Hey qdai,
It seems you are so sure that "it's not possible" that you have decided that "it's not possible".
Well, despite what you think, it's possible. Now, if you don't want to listen, I have no problem with it, you will just miss the opportunity to do what you want because you just believe so hardly that it is simply not possible.Ok, I went back and did some more in-depth research. In one respect you are right. It is possible to model a character (minus the head) from scratch and have it work with the native iClone exchangeable body parts. See the article,
Reallusion Developer Series Creating and Exporting Characters, for iClone provided in the hyperlink below by Peter Edwards:
Peter Edwards (4/15/2010)
...To be a Standard iClone character an avatar must meet certain requirements.
They must be rigged with the RL Bone system (not Biped or MAx Bones). They also must have a defined Upper, Lower, Shoes, Face, Hair structure and correctly setup connection points between these parts. You might like to take a look at an older whitepaper that discusses all these requirements. You can find it
HERE.
However, there is a caveat. Unless you use iClone's Standard Character Head Mesh, the character you create will not be a Standard iClone character. And it will not be able to use iClone's facial and lip sync animation. If you go to the link above, and pull up the pdf of the article and scroll to pages 5, 6 and 10, it clearly states that the head/Face is the only body part that can not be "explicitly modeled"...you must use the Standard iClone head mesh.
grabiller (4/28/2010)
Again, polycount/order/indexes have nothing to do with the fact that a mesh can be 'adopted' by iClone as a 'Standard Character'. ( Take a look at the Firefighter for instance ).
What is important, is the RL bone structure and the connection sets.If you go to pages 12-14+ of the article, it explains that, "There must be a specific number of vertices and edges that make up the border between any two body parts." Poly count and vertices do matter, at least at the seams.
grabiller (4/28/2010)
Aside from that, and again, we still have to solve the FBX problem.
But with a proper generated FBX file, any 'custom', 'own', 'personal' character can be made and recognized as a 'Standard Character'.
I guess the only way for you to 'believe' that is to show you an exemple.
Right. Let me solve the FBX problem first
Cheers,
Guy.
I doubt the fbx file is the problem. The mesh itself, if it is totally custom, must follow certain poly/vertex rules, especially at the seams, to create a
Standard character. And, if I understand the article correctly, if you don't use iClone's head mesh, your character will not be a Standard iClone character capable of using the facial and lip sync animation features of iClone.
Edited
14 Years Ago by
qdai