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Breathing Animation - why is this not part of CC4?

Posted By esemgee 3 Years Ago
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yepkoo
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Old resource packs are definitely not installed on new versions.
I had to reinstall and uninstall iClone 7 to be able to install the iClone 7 resource pack. (For importing mix animations to iClone8)

With iClone 8, the mix animations included in iClone 7 have been removed.
I don't think these can be distributed for free outside the market to those who have the next version.

The best way to find out is to modify the original a little and add it to the market for free. If RL approves it's fine :)

Maybe the animation list may be a problem, but I don't think a bike will be a problem.

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4u2ges
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I have tested CC4 ans IC8 with morph routine and did not find any problems.
Just make sure not to use sliders - only mesh edit.
Some sliders deform/scale bones and that is not applicable to morph animations which only move vertices.
If you intend to move head vertices, then you'd have to separately move mesh for eyes, teeth, occlusion and tear-line.
Quick result:


I have also tested a Blender routine for Breath morph exporting entire body out of Morph Creator as OBJ.
Also came out just fine. And it is so much easier to work with Blender, specially for the head, where you do not have to worry about working out eyes and teeth separately.
Using Shape keys can give you a preview on a spot where you can go back and forth tweaking the morph.
Both Import to Blender and Export out of it must have Vertex order and Polygroups selected.





esemgee
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@4u2ges. Damn, you’re clever! That explains the error message I get about bones. As it is the mesh that gives the effect - and that seems to work -  then my method is valid, just messy! So, basically, in CC4 your CC3 tutorial/workaround  holds up without the need for 3Dxchange? 
Have Blender but just too old to get to grips with it but need a bespoke fluttering flag so need to make the plunge…
esemgee
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There is so much stuff that needs to be uploaded I have yet to come across the missing mixmoves. Damn, they were quite useful. Because the Hand Gesture Puppet is unavailable in iC8 (I hope temporarily,) I am using iC7 as well as 8. Though as going from 8 to 7 raises problems (had files not open) one needs to plan ahead!
esemgee
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LarryPlane (5/26/2022)
There is a breathing motion in the animations folder. I've been using this. Could it be adapted to be used in a persona way?

I found what you are referring to. So, yes, for static idle they are pretty good but they don’t give you control over the avatar to make it breathe how and when. As for trying to adapt them: it might actually be more frustrating than starting anew as I can never find the key frames in these ‘ready-mades’. My workaround  works in CC4 but is not elegant  and so far the best method, by 4u2ges, also works in CC4 as there is now no need for 3dxchange. 
toydoc
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I would think this could be accomplished if we could keyframe bone scale. such as key the chest bone a little. also would allow arm/leg stretching like mr. fantastic or elastic girl.  
4u2ges
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toydoc (6/17/2022)
I would think this could be accomplished if we could keyframe bone scale. such as key the chest bone a little. also would allow arm/leg stretching like mr. fantastic or elastic girl.  


It would have been ideal, if iClone would support bones scaling on a timeline. But unfortunately it does not, thus all kind of workarounds.
Bones scaling morphs or direct timeline option is a long awaited feature.




esemgee
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I’m just chasing simple breathing but love a dreamer! What I’m after is something fixed, just like blinking where we can change default to nervous etc but here from normal, to sharp/deep intake, exhale and rapid etc. The methods above use the Morph creator/animator but is not a true morph and of course uses the dedicated Morph timeline box. All that is needed is for chest, shoulders and neck plus clothing to move and that could be automatically generated by Reallusion  or a python script, and would use its own timeline slot. It has nothing to do with morphs, or for that matter ‘bone’ scale, it is not the bones that get bigger! It is frustrating how easy this should, could, be…
Amper Sand
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Morphs are using their own timeline slot. And is a very convenient solution since they applies over the existing animation.

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Software developer. iClone hobbyist since January 11, 2020. Best work so far: Robots among us: The Lab and The sad end of a legend
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4u2ges
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While RL devs and management are scratching heads, thinking whether or nor to implement breathing :P, I came up with a universal solution for breath morphs.

I did create a single slider in CC. Unlike the other method I have shown with Mesh Edit, this slider was created by Pose Edit and bone based CC sliders combined.
I then was able to import that slider into iClone as a morph slider (without bone scale error, nor distortions).

The advantage of this method is, that slider can be applied to ANY clothed character and then easily transferred to iClone without the need to morph each character individually in CC.

Prerequisites:
An A-Bind pose (100% replicated internal RL pose). RL for some reason is stubbornly refusing to provide this pose to users for over 2 years already. I just updated this pose: https://forum.reallusion.com/FindPost476255.aspx

So here is the same slider (created on Neutral Base in CC) which was later converted into iClone morph for all 3 characters.

https://forum.reallusion.com/uploads/images/a2aa1c7f-cfaa-46b1-9b59-b171.gif


Since it is a CC slider based solution, it only applies to CC 3 Base characters.
I will create a workflow and post it later on.





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