By STooldio - 13 Years Ago
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Hi!
I'm trying converting an iClone prop into a characterr but I can't. I follow step by step the model, but the result is wrong. Can anyone help me, telling me what I'm doing wrong? What criteria should be followed for proper creation of the bones? See:
* Image of RL Tuto:

* Image of my trying:

Thanks in advance!
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By wendyluvscatz - 13 Years Ago
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unfortunately there are not enough bones to make an iClone character, it needs the minimum shown on the rig to get the green "light".
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By STooldio - 13 Years Ago
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wendyluvscatz (4/26/2012) unfortunately there are not enough bones to make an iClone character, it needs the minimum shown on the rig to get the green "light".
I know that. I know associate the bones and get the green light. The problem is the creation of the bones, and this 3DXchange5 makes automatically. I followed the tutorial exactly and my results were different.
I just posted this picture because it shows better the bones which were created in the tutorial and which were created in my trying.
See the tutorial and I believe you will understand better what is my question:
http://www.youtube.com/watch?v=tnlfTLhReMo
Thanks!
*** BTW: I will not discuss other issues here. I am a Premium Plus member, with all original products purchased and registered.
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By wendyluvscatz - 13 Years Ago
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you must have set the hierarchy wrong somewhere parenting the wrong bone to a child bone, these props are basically the same as using clonebone without having to attach each bone to the clonebone skeleton in iClone, instead you just place them in position and do the boning in 3dx5 but they still need to follow the same hierarchy. I myself personally would just do it in iClone the old way using Zac as you get an iMotion head for facial animation you can texture to blend in with the headstone.
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By bluemidget666 - 13 Years Ago
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....
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By Cricky - 13 Years Ago
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You reference the clip...and around Time Mark 00:01:30, is where you likely lost contact.
Some of the Scene manager dropped off the view screen. I just finished one as a trial of the structure and it works. I wasn't trying to create a finished product, just testing the tutorial/guide.
If everything doesn't come back to the HIP/Pelvis then the hierarchy will be off. Then you attach it to the World Center Dummy and MERGE.
The video shows you the bare minimum of bones, but it does work if you take it slowly.
5.) Right Hand -> Lower Arm -> Upper Arm -> (Clavicle if Used) -> Upper Torso/Spine
4.) Left Hand -> Lower Arm -> Upper Arm -> (Clavicle if Used) -> Upper Torso/Spine
3.) Head -> Neck -> Upper Torso/Spine -> Pelvis
2.) Left Toe -> Foot -> Lower Leg/Calf -> Upper Leg -> Pelvis/Hip
1.) Right Toe -> Foot -> Lower Leg/Calf -> Upper Leg -> Pelvis/Hip
Final 1, 2, 3 -> World Axis Dummy - MERGE
(" -> ") means attach
p.s. I actually used 3 Spine bones as Lower, Middle and Upper from the pelvis to the neck and it still worked. I also used Toe bones...not required, but they do work if you add the piece to represent them. So I actually used 25 pieces, and that is beyond what is needed.
Use the image from the clip Time Mark starting 00:02:39 showing the actual bone structure inside 3DXchange5 (Do a Screen Print and save it as an image) then use it as your 2D background in iClone when building the characters structure and it should help.
Good Luck.
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By STooldio - 13 Years Ago
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Many many thanks guys! :)
I'll try again following your tips. ;)
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By STooldio - 13 Years Ago
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:( Don't work yet. Where am I wrong? See:
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By STooldio - 13 Years Ago
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I managed to do with balls:
http://www.youtube.com/watch?v=svT1QIkevyg
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By vidi - 13 Years Ago
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@Tooldio my suggestion, use for this task Clone Bone as previously,because this methode "prop bone"is imprecise and complicated. At the end, the joints has no bones influence , just so how it is with clone Bone.
Would you like real joints deforming , you need real bones.
Carrara is great for this job
both the same modell and see the difference That is a comparison und you can see what I mean.
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By Sen - 13 Years Ago
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Hi ,
Very strange your result Stuldio . 3dx5 work fine and convert iprop to non-standard is very simple normaly :P . If you want share the file , if it's base content .
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By vidi - 13 Years Ago
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sen a question, are the prop bones joints connected with this hierarchy iprop methode ? when not why this detour about xchange? :hehe:
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By Sen - 13 Years Ago
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Heu ... sorry I don't understand ?
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By vidi - 13 Years Ago
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I mean this http://www.youtube.com/watch?v=tnlfTLhReMo and that is what @Stuldio tried.
For me it is not an another thing as clone bone, only more complicated, but you say is very simple normaly :P
Therefore my question what is the difference ?
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By Sen - 13 Years Ago
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Yes it's like using clonebone , but convert to non-standard into 3dx5 is better result in animation. I think the 2 ways required the same work , but convert using 3dx5 is better , also you keep animation perform if present in iprop/liveprop ....
Stuldio , try with robo woman 3d live prop . If you are no result or bad result , you make something wrong . Another thing to think is pivot point ;) .
Ex : robo woman .
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By vidi - 13 Years Ago
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but convert to non-standard into 3dx5 is better result in animation.
Why ?
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By Sen - 13 Years Ago
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With 3dx5 , you can map more bones than clonebone . If you want to make a prop with 3 spinebone , you can't use clonebone .
For example :
- Clonebone use only 2 bone for spline , with 3dx5 you can add many bones for spines. - With 3dx5 you can add extra bones
So anim result is more flexible with 3dx5 . Yes if you prop match perfectly clonebone-rig number prop=number bones), use it .
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By vidi - 13 Years Ago
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Ok this make sense, or maybe RL make a new clone bone dummy, like as xchange bone template, but I personally prefer real bones, and not such "loose" connection
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By vidi - 13 Years Ago
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I have analyzed the robo women First she is ready to use secondly she has the same main bone how clone bone system. So I think for the most biped Charakter is clone bone absolutely sufficient.
@sen have you tried, with this methode break and put together an own figure? I have, and for me it is 100 time faster to rig with real bone.
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By Sen - 13 Years Ago
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You can't break robo woman in iclone (it's a merge prop) . so 3dx5 is better , mapping bone is set in one or 2 minutes :P . Adjust TPose and enjoy . Required 5 minutes max .
If you break part , you need 3dx5 , break one by one , after import to iclone , attach one by one on clonebone , adjust position .... very fastidious I think .
And no , robo woman is not similar with clonebone. Clonebone is a standard rig (non standard character , made with real bone in max for example ) , robo woman is a prop with hierachy (no bones) . Hierarchy is similar, but all human rig are made similar in hierarchy .
I agree , if you start to build your own , it's certainly faster use clonebone , if your prop are similar in hierarchy and number parts/bones .
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By vidi - 13 Years Ago
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You can't break robo woman in iclone (it's a merge prop) . I know ;) I have not said this :hehe:
mapping bone is set in one or 2 minutes [Tongue] . Adjust TPose and enjoy . Required 5 minutes max . I say the same thing all the time :D
If you break part , you need 3dx5 , break one by one , after import to iclone , attach one by one on clonebone , adjust position .... very fastidious At the end the same very fastidious, how this stone-thing as seen in the video.
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By Sen - 13 Years Ago
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:P yes I have edit my post .
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By Sen - 13 Years Ago
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vidi (4/27/2012)
maybe RL make a new clone bone dummy, like as xchange bone template, but I personally prefer real bones, and not such "loose" connection
You can do this with 3dx5 or max .
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By vidi - 13 Years Ago
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Clonebone is a standard rig (non standard character , made with real bone in max for example ) , robo woman is a prop with hierachy (no bones) .
YES! @Sen I know :hehe: . I mean, when I attach all Bodyparts from the robo womon on this Clone Bone thing, it would be the same as if I do it, with converted into xchange. :D
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By vidi - 13 Years Ago
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You can do this with 3dx5 or max .
I Know, too :) I don't need Clone Bone Dummy it is only a suggest for User without rigging experience.
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By STooldio - 13 Years Ago
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One of the proposals of 3DXchange is the creation of characters from props, then we have to manage to do it, regardless of other programs.
I believe that the factor "axis / pivot" is essential to success. This or other very important detail that the video tutorial does not show. I'm experimenting to find out.
The bones that @vidi created with the 3DXchange were also different from the tutorial.
What is the "key" to creating a character identical to the tutorial?
BTW: How to post youtube videos on forum?
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By animatom - 13 Years Ago
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BTW: How to post youtube videos on forum?
Just paste Share/Embed code you have under the video on Youtube.
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By STooldio - 13 Years Ago
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Thanks Animaton!
Guys, the key is really the "PIVOT". The Pivot of the prop should be exactly at the junction of the bones. If the PIVOT is positioned wrong the whole figure structure will be compromised.
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By Sen - 13 Years Ago
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No problem for me . Yes like I said , pivot point is very important . You need adjust the pivot point , it's better , or like me in the video add some nul_bone for quickly work .
I have joined my StoneMan (iprop+iavatar+profile) .

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By vidi - 13 Years Ago
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You need adjust the pivot point , it's better , or like me in the video add some nul_bone for quickly work .
I think a better tutorial that show this informations would be appropriate;)
Are the bones now real (bone influence)connected with the joints ?
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By Cricky - 13 Years Ago
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Sen, really nice model of the Stone man.
On another Note:
For those who need precious space, or just wish to reduce the footprint: ...and this is covered in the HELP for iClone, but it quite frequently gets overlooked for saving graphics resources. It's the closest you'll come to Flat Mapping outside iClone, just not the same number of steps, and no external program is needed to do it.
********************************************************************* In iClone: Select the Skin on the Head (Eyedropper) Apply it to the rest of the components (Paint Bucket).
This gives you a shared texture and reduces the file size when saved to around 3000kb -vs- 20,000kb original. It may not seem like much, but when you multiply the savings by 200-300 characters or thousands of props, and need to back them up, the time savings is significant. Plus not quite as many calls for multiple textures by your graphics card, thus it should render a bit more efficiently.
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By STooldio - 13 Years Ago
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Sen (4/27/2012)
No problem for me . Yes like I said , pivot point is very important . You need adjust the pivot point , it's better , or like me in the video add some nul_bone for quickly work . I have joined my StoneMan (iprop+iavatar+profile) . 
It's pretty good! :)
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By bluemidget666 - 13 Years Ago
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http://www.reallusion.com/CustomerSupport/UserEx/QForm.aspx customer support would be the best place to take any issues you have.
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By tamaralizzi - 13 Years Ago
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you're right, I do not need to buy them, they steal things, I create my own characters
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By Paumanok West - 13 Years Ago
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tamaralizzi (5/11/2012)
you're right, I do not need to buy them, they steal things, I create my own characters 
wow--is that character design your own?
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By Sen - 13 Years Ago
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This character is not a iprop , it's a standard rig convert to non-standard iclone character .It's not the purpose of this thread I think .
Perhaps you can say where the file come from ..... ????? no
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By tamaralizzi - 13 Years Ago
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Sen (5/12/2012) This character is not a iprop , it's a standard rig convert to non-standard iclone character .It's not the purpose of this thread I think .
Perhaps you can say where the file come from ..... ????? no
of course, are characters in the game gmod, regularly downloaded from steam site, VTF format, and converted into 3dsmax FBX
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