brent_114049
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brent_114049
Posted 7 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 29,
Visits: 151
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My plan was to create a bunch of animations (idle/walk loops, etc) and then attach them to different characters at runtime in my game. So, I created my first character in CC3, sent to iClone to find/test different motions, and exported iMotion files of the ones I liked. I then sent the character to 3DXchange, imported those iMotion files and exported them as individual FBX files. I exported my character from CC3 as FBX. I them imported all the animations and character to Unity, hooked them up, and all was good.
I then created a second character (of slightly different height and with different footwear - the original had high heels and this one didn't). I tried to use the animations that had already been imported into Unity with the new character and, while it worked, the animations were "off" a bit, for example the ankle motion and ground contact were off. I realized this is probably because at some point the standard iClone motions are "adapted" to the specific character, e.g. to their height and footwear.
My questions are: (1) is this correct that such "adaptation" takes place, and (2) when does it take place... When I export my iMotion files from iClone is the adaptation baked into those files making them character-specfiic? Or, is it not until I export my FBX files from 3DXchange? And, I guess (3) is there any way to use FBX animations in this way or do I just need to re-create them for each character?
Thanks for any input!
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Kelleytoons
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Kelleytoons
Posted 7 Years Ago
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Group: Forum Members
Last Active: Last Year
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Visits: 22.1K
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I can't speak for the "adaptations" issue, but did you try just editing the motion layer and moving the base down (with foot contact and terrain) so the character would adjust? That's usually what you need to do even with very standard character heights.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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brent_114049
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brent_114049
Posted 7 Years Ago
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Group: Forum Members
Last Active: 5 Years Ago
Posts: 29,
Visits: 151
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Thanks for the reply. I didn't try that yet but assume that will work and is what is required. Before doing this for a bunch of characters I just hoped to gain some more insight into how this all works behind the scenes and possibly discover some efficiencies I might be able to employ... thanks again!
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animagic
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animagic
Posted 7 Years Ago
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Group: Forum Members
Last Active: 7 days ago
Posts: 15.8K,
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The adaptations will occur within iClone itself and any necessary adjustments need to be done in iClone as well as Kelley indicates. So animations for the most part will be tailored to a specific character to accommodate for differences in size and build, etc. For example a fat character will have his arms further out and bent in default position compared to skinny character.
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