gondarmail
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gondarmail
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
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Visits: 77
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Hello folks...... I testing Maya, and what I will like to know is how to export animation ( Mocap ) to Iclone 7 I had seen my tips but they are all in reverse, that is Iclone 7 to Maya. I do not need to export anything else, just export any animation created on Maya 2022 to IClone 7, so can be applied to any character in Iclone 7. Thanks in advance.
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animagic
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animagic
Posted 3 Years Ago
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Last Active: 3 Weeks Ago
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You would do that via 3DXchange. You will have a basic character with animation in Maya and then export it as FBX (version 2012, I believe). Import the character with animation in 3DXchange, where it comes in as a prop. You then need to select "Convert to Non-Standard". A page with a Characterization Profile will open. From the drop-down, select Maya Human IK. NOTE: Sometimes the character is already recognized as such and you don't have to go through these steps.
More details in the manual: https://manual.reallusion.com/3DXchange_7/ENU/Default.htm#3DXchange_7/Pipeline_7.0/03_Pipelines/Converting_Models_to_Non_Standard_Characters.htm.
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gondarmail
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gondarmail
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 44,
Visits: 77
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Thanks, I am testing Maya, because I had seen many ads on that software related to Iclone 7. However what I am looking is just to create animations ( Mocap ) manually or with a camera does not matter and export it to Iclone and converter it to rlMotion or iMotion motion files. I have Blender, but looks a little bit confusing and I don't think so powerful at this. They also mention 3D Max, but I afraid of trying and find same type of problems. As you know the trick is in the exported formats. Which one would you recommend ( or method ) for doing just this as I explain above? Whatever your answer ---------------------> 10000 of thanks for responding !!
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martin.s
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martin.s
Posted 3 Years Ago
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Last Active: 3 days ago
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(Have you also looked at Autodesk Motionbuilder for this pipeline?
Essentially my workflow is motion capture -> re-target bone animation to HIK2016 rig and save to my already extensive library of HIK2016 motions. I do all my complex and multi-character animation in Motionbuilder. (Better animation tools than iClone and easier Story mode compared to Maya Track Editor) I can then bake any animation to the bones of a character already characterized in 3dxchange, export the character and motions to 3dx and export them as rlmotion or imotion.
I have Motionbuilder / iClone 7 / 3dxchange / CC3 as this combo is far superior to iClone 8 / CC4. IMHO a way better use of my money. Hey if you can afford it, throw Maya into the mix as it works well with Motionbuilder. (There are student licences available for both. )
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