3DXchange 5.1 - Now Available


https://forum.reallusion.com/Topic134323.aspx
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By Peter (RL) - 12 Years Ago

 Dear users,


Reallusion has refined 3DXchange5 for increased usability during conversion. You are now able to adjust character poses and motions directly thanks to the ability to add them to the preview menu during the bone-mapping process. We've also added a custom export template for Blender as well. Version 5.1 allows you to show or hide bone nodes in characterization mode, which lets you focus on the main character structure without interference. 

See more about all the new features of 3DXchange5.1

http://www.reallusion.com/iclone/3dx/3dx_whatsnew_v51.aspx


Version History

http://www.reallusion.com/iclone/3dx/3dx_upgrade.aspx#history

 

3DXchange Version History

v5.1 (v5.1.0829.1) released 6th September-12

Characterization:
  • Enhanced: Users are now able to import iClone Standard Characters and make T-Pose Posture adjustments in Characterization mode. Using this feature you can adjust the posture differences between G2, G3, G5 characters, and prevent issues such as limb penetration into the body when applying motions to character with unique body proportions.
  • Added: Add pivot data to non-standard characters. Now, when applying accessories to non-standard characters (exported from 3DX5.1) in iClone, the accessories will maintain the correct location and rotation values.
  • Added: Show / hide character bones (or nodes) option in characterization mode. Users can now hide redundant character bones and save the show/hide information when the character is converted to iAvatar format. Using the scene tree checkbox to show/hide bones, ctrl-click the scene tree checkbox to show / hide the whole selected bone hierarchy.
  • Added: Preview embedded motion option in characterization mode. Users can now preview the embedded character animation (FBX or iAvatar) directly from the preview drop down menu during the characterization procedure before pressing “Convert”.

Head Morph:

  • Enhanced: G4 / G5 Head option in Head Morph / Export Model.
  • Enhanced: Auto-detect G4 / G5 head when importing Head Morph Model.

Others:

  • Enhanced: Recorded accessory animation can be transferred to 3DX5, either via iClone/Avatar/”Edit in 3DXchange”, or by loading saved iAvatar in 3DXChange. You can press Play to view the accessory animation, and export the accessory animation together with the animated character in FBX format.
  • Enhanced: Users are now able to directly switch the preview avatar in Preference setting.
  • Added: Hotkey for Material Pick (Ctrl + `) / Paint (`).
  • Added: BVH motion export option for Blender.
  • Added: Delete Pivot Node option in FBX Export panel. This deletes extra accessory pivots nodes generated from iClone / Edit Pivot. Turn on this option to get a cleaner view of iClone characters exported for other 3D tools.
  • Fixed: Pop-up dialog to prevent unexpected exit from Characterization procedure if users click on any Export button (FBX/iAvatar/BVH/iMotion) before pressing “Convert”.

To update please select Help > Check For Updates in 3DXchange5. Alternatively you can Login to your Member Account and download the update by selecting Bonus in your list of Registered Products. The update can also be downloaded using LiveUpdate.

By Bigboss - 12 Years Ago
Thanks! Lots of Goodies ! Smile
By hirospot - 12 Years Ago
Thank you Peter!

I just made a page with Japanese for explaining the additions and enhancements with 3DXchange5.1.
Your version history for 3DX5.1 is just translated without confirming each features myself at this moment.


Thank again,
Hirospot

By wendyluvscatz - 12 Years Ago
thank you
you FIXED it!!
I now have a fully flowing pipeline!!!
now I need to study those whitepapers for the vertex rules for iAvatars uppers and lowers because if this works

I suspect I can also create mesh in Carrara that works too!!!
yeah still huge issues a pivot/hotpoint/transform one where the figure is basically limited to 0,0,0 or it vanishes but it is in there, mesh attached talking, loading heads hair, uppers and lowers
I used Sen's nude G5 upperes and lowers after bringing default Gwynn in with the Daz mesh attached and weightpainted.
yes my weightpainting sucks somewhat!! she has a floppy sandal and other issues but this was today!
another day I will try draping my own mesh on a Gwynn obj in Poser and importing to Carrara and attaching and weight painting it maybe!! or even Carrara bullet softbody physics.
not exactly Marvelous designer creations but we will see! w00t
By moviemaker100 - 12 Years Ago
@wendyluvscatz
If you "explore" cloth, what would be, if you "test" flowing cloth and even non-penetrating hair, too..?
Because this would be partly a real revolution and would open the doors to awesome looking avatars and scenes.

Thanx, if you have the time to check these possibilities.
By wendyluvscatz - 12 Years Ago
well so far adding hair and weightpainting it turns it into a non-standard character but I notice the RL hair is parented to a seperate bone and something may need to be done along those lines if I can figure it out.
I can do parented spring props but yet to figure out how flexi props are created and no way to pin cloth with physics applied to my knowledge.
this pivot/transform thing is proving to be a difficult hurdle too.
By Dreamcube017 - 12 Years Ago
This is great... the only problem is that I click on Convert to non-standard... and all the checkboxes vanish. What gives? I thought those would be there...
By Dreamcube017 - 12 Years Ago
I don't get it... I really wish those checkboxes were there WHILE I was assigning bones, because the character has a bunch of other ones that get in the way and I want to turn them off... and I can't. Can you only do that AFTER the bones are asigned... doesn't make mushc sense that way. The checkboxes are there when you're NOT characrizing... but of course, the bones don't show up then.

I looked at the screenshot over and over to make sure I had everything set right. What happened?

Some help would be greatly appreciated. Thanks.
By Corvega - 12 Years Ago
Hi Peter

I was under impression that the updated version would allow facial animation when exported into IC.

Is this still in the works?

By Dreamcube017 - 12 Years Ago
Yeah there's a thread a little ways down that explains that.
By Cricky - 12 Years Ago
There are other threads devoted directly to Pipeline exports to other programs, but none directly titled for problems inside 3DXchange5 Pipeline.

Simple problem #1:
When resetting the transform scale of an item, the scale does not always go to 100%; in fact most of the time it has to be clicked multiple times. I sometimes have to hit another button such as "Align to ground", and then "Reset Transform" again, and it works...but only after repeated clicks.

More Problematic #2:

I just recently attempted to convert a known working model of an FBX Boned and Animated prop to a Non-Human, NOT Non-Standard, so don't confuse the two.

I had done this same Lion before in 3DXchange4 without a problem using the exact same rigging. Now the model mesh folds up into itself and only the "Hind Legs Work" and the lion is more or less kicking it self in the neck with those two legs.

I can't edit the bone motion layers inside iClone on a walking prop unless it gets converted first; so there is the rub. I want to use it's existing walk Cycle instead of having to rebuild one.

This is the Model (video below) I am referring to, that was, and is still working as a NON-HUMAN from iClone4 and 3DXchange4 that allows me bone motion editing inside iClone. It has been re-purposed using another model on the same rig that works the same, until the conversion attempt is made inside 3DXchange5 and it folds in on itself. The walk cycle is preset imported animation that works fine as a perform function until the conversion attempt is made.

By Peter (RL) - 12 Years Ago
Thanks for the report Cricky. I have passed this to the 3DXchange team to look into.
By OnlyOneKenobi - 12 Years Ago
I seem to have encountered a bug in 3dXchange Pipeline 5.1, when I export to obj, even if "export selected only" is ticked, 3dxchange then exports the whole mesh. Makes life a little difficult, especially when you want to work on a head \ upper \ lower in isolation and not the entire mesh.

I also tested by unticking the "export selected" and it seems to make no difference - tried different avatars - even went so far as to uninstall 3dxchange and re-installed the unpatched version 5.01 which works fine, but then has other issues. I then reapplied the patch and once again, I can't export the selected component - just the whole mesh.

PLease fix asap...

By Peter (RL) - 12 Years Ago
OnlyOneKenobi (10/17/2012)
I seem to have encountered a bug in 3dXchange Pipeline 5.1, when I export to obj, even if "export selected only" is ticked, 3dxchange then exports the whole mesh. Makes life a little difficult, especially when you want to work on a head \ upper \ lower in isolation and not the entire mesh.

I also tested by unticking the "export selected" and it seems to make no difference - tried different avatars - even went so far as to uninstall 3dxchange and re-installed the unpatched version 5.01 which works fine, but then has other issues. I then reapplied the patch and once again, I can't export the selected component - just the whole mesh.

PLease fix asap...

The development team are aware of this issue and will fix it as soon as possible in the next update.

Please accept our apologies for any inconvenience caused.

Thank you for the feedback.

By Peter (RL) - 12 Years Ago
Cricky (9/26/2012)

Simple problem #1:
When resetting the transform scale of an item, the scale does not always go to 100%; in fact most of the time it has to be clicked multiple times. I sometimes have to hit another button such as "Align to ground", and then "Reset Transform" again, and it works...but only after repeated clicks.

The development team have so far been unable to reproduce this problem. If you have a workflow that can reproduce the issue, please let us know. Thanks.

More Problematic #2:

I just recently attempted to convert a known working model of an FBX Boned and Animated prop to a Non-Human, NOT Non-Standard, so don't confuse the two.

I had done this same Lion before in 3DXchange4 without a problem using the exact same rigging. Now the model mesh folds up into itself and only the "Hind Legs Work" and the lion is more or less kicking it self in the neck with those two legs.

I can't edit the bone motion layers inside iClone on a walking prop unless it gets converted first; so there is the rub. I want to use it's existing walk Cycle instead of having to rebuild one.

This is the Model (video below) I am referring to, that was, and is still working as a NON-HUMAN from iClone4 and 3DXchange4 that allows me bone motion editing inside iClone. It has been re-purposed using another model on the same rig that works the same, until the conversion attempt is made inside 3DXchange5 and it folds in on itself. The walk cycle is preset imported animation that works fine as a perform function until the conversion attempt is made.

Again we haven't been able to reproduce this issue inhouse and converting to non-human has worked as expected in our testing. Can you perhaps supply us a link to download the model you had problems with so we can try and reproduce this issue. Thanks.

By animagic - 12 Years Ago
OnlyOneKenobi (10/17/2012)
I seem to have encountered a bug in 3dXchange Pipeline 5.1, when I export to obj, even if "export selected only" is ticked, 3dxchange then exports the whole mesh. Makes life a little difficult, especially when you want to work on a head \ upper \ lower in isolation and not the entire mesh.

I also tested by unticking the "export selected" and it seems to make no difference - tried different avatars - even went so far as to uninstall 3dxchange and re-installed the unpatched version 5.01 which works fine, but then has other issues. I then reapplied the patch and once again, I can't export the selected component - just the whole mesh.

PLease fix asap...

Another way to modify components is to select something in the tree on the left, such as Face for the head, and then do an Export Mesh. This will give you an obj file with the head. You can then make your changes, save the obj file and do a Replace Mesh. That's how I do my head modeling, but I guess it will work for other parts as well.

By Cricky - 12 Years Ago
Peter (RL) (10/21/2012)
Cricky (9/26/2012)

Simple problem #1:
When resetting the transform scale of an item, the scale does not always go to 100%; in fact most of the time it has to be clicked multiple times. I sometimes have to hit another button such as "Align to ground", and then "Reset Transform" again, and it works...but only after repeated clicks.


The development team have so far been unable to reproduce this problem. If you have a workflow that can reproduce the issue, please let us know. Thanks.




This is a Video of what I said is happening. I just wanted the issue to be known as an ongoing thing that hasn't changed. Doesn't matter what it is, the Transform key scales have a mind of their own. I can work around it by clicking until the scale says 100.

By Peter (RL) - 12 Years Ago
Cricky (10/22/2012)

This is a Video of what I said is happening. I just wanted the issue to be known as an ongoing thing that hasn't changed. Doesn't matter what it is, the Transform key scales have a mind of their own. I can work around it by clicking until the scale says 100.

Thanks Cricky for the video.

This has been passed to the 3DXchange5 team so they can investigate further.