By Bruce (RL) - 12 Years Ago
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Dear all,
Version 5.4 brings iClone into a new era of facial animation. With the powerful new features, it allows you to lip-sync, and animate facial motions for any character. Its improved motion editing capabilities will help you animate easier thanks to its new bone settings. You will also be able to apply spring effects to multiple extended bones for natural ear, hair or tail movements. The Motion Modify in the Timeline also gives way to a variety of possible motions. Please check out the WHAT's NEW page to find out more.
Check out the demo video to see how it works!
We also provide the new Facial Pipleine Character Pack with 3 fully face and body rigged characters – Hunter, Chimp and Croc, allowing you to animate and puppet their faces intuitively. Each character has its own complete facial profile complete with neutral, joyful, angry, laughing and surprised options and their own iMotion body animations. Useful tools in iClone5.4 you can use with your characters include a detailed lip-sync with viseme, HIK motion layer editing, auto-blink, and much more! Not only can you utilize these features in iClone5.4, but you can also customize their individual viseme profiles, facial expression values… all the way down to individual facial muscle movement. This pack includes both the FBX and iAvatar files for each character to give you more flexibility.
Check out the page to know more!

In order to make iClone more and more perfect, we sincerely hope that you can enjoy these new features and provide us with your feedbacks. Please leave your comments about this new update under this thread.
Best Wishes,
Reallusion Team
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By Christy0 - 12 Years Ago
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* YABBA DABBA DOOOOooooooo "Can't wait to start playing"
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By bluemidget666 - 12 Years Ago
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My istallation of the new patch says it can not find Iclone on my computer :crazy: I am running the beta version.
Helllllppppp
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By planetstardragon - 12 Years Ago
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@Blue - it worked fine for me, maybe you did something different than the standard install ? I had to do a reinstall myself because that's what happened to me
you might be best off just reinstalling a fresh copy and starting fresh.
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By bluemidget666 - 12 Years Ago
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Ha! yes that would work ...:P cheers
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By Dream Cutter - 12 Years Ago
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Bravo! :D Thanks RealLusion! BTW I really like the 3 new export figures Hunter, Chimp and Croc... in the cart already.
But these guys need some more catchy monikers like:
- Meet Pith Mc'Hunt: distinguished and dapper, he is the geezer with pizazz.
- Introducing "Charlie Smiles" where its a snarl or smile his expressions are... breath taking.
- Look out for "Coco Panazie", with his animation agility he will make a chump of other Chimps
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By wendyluvscatz - 12 Years Ago
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So glad, made all my videos public posted in my Daz forum thread, hopefully the hordes will come!:P
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By bluemidget666 - 12 Years Ago
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Meet Pith Mc'Hunt: distinguished and dapper, he is the geezer with pizazz.
:w00t: eerr not sure thats a good name for anyone :w00t:
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By moviemachine - 12 Years Ago
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How about
"Sir Pith Meepants" the incontinental hunter from a place down under :D
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By RobertoColombo - 12 Years Ago
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About time!!! :D
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By DELETED2 - 12 Years Ago
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There's alot in this I can deploy as well. I'm very impressed. I have Three Monsters in the wings who've been waiting to employ this. I particularly like the animation control after the initial animation has been recorded.Armstrong.
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By Rampa - 12 Years Ago
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My DAZ figures are automatically detected and converted in 3DXchange, but will not talk in iClone. I noticed there is a "bonus" plugin that comes with the "Facial Animation Pipeline". I am assuming we need this plugin for iClone to recognize our newly converted DAZ figures? Even if the plugin is a free bonus, it requires buying an expensive pack which I really don't want or need.
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By animagic - 12 Years Ago
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rampa (3/11/2013) My DAZ figures are automatically detected and converted in 3DXchange, but will not talk in iClone. I noticed there is a "bonus" plugin that comes with the "Facial Animation Pipeline". I am assuming we need this plugin for iClone to recognize our newly converted DAZ figures? Even if the plugin is a free bonus, it requires buying an expensive pack which I really don't want or need.That doesn't sound right. There shouldn't be any extra cash outlay to make the DAZ characters (or any others) talk. I thought that was the whole point...:ermm:
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By msstowers - 12 Years Ago
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From what I can tell though I haven't dove into it. All the Daz Genesis Extension gives a duf file that reallusion filled in all the facial morphing on the timeline so when the fbx is exported everything is there.
As I said I haven't really dove into it but I'm sure it would work without spending the extra cash for the addon it's just going to take more work rigging in 3dxchange.
If I am wrong then I am wrong but that is what I'm taking from reading the web pages.
Someone with more knowledge may need to step in and correct me.
Mike
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By planetstardragon - 12 Years Ago
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i was already doing the viseme and facial morphing before i even knew what a duf was lol - I just know I had to export the facial morphs from daz and program the morphs in the expressions panel. It was a bit of work, but fun work since you can really get deep into customizing each character.
so part 1 is making sure you are exporting a file with morphs
part 2 program the morphs in the expression panel -
from what I understand, if you use the duf file, you don't have to do all the extra programming - but I dig into that panel anyways just for making each character unique. I'm testing the Duf now -
The programming can be a bit tedious because when you get into advanced morphing - like beyond speech and standard viseme and add body stuff - for some reason Daz doesn't always export everything normal - so before you even begin to program, you have to make sure all the faders are set to zero - the duf file will hopefully help bypass this step - as it could take a few hours depending on how customized you want your character. so it would be faster to just tweak than start from scratch.
technically the duf file is a convenience item, but not a necessity.
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By Rampa - 12 Years Ago
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The key to getting the morphs you want is in the FBX export under "Morph Export Rules". Once you have this open, add a new rule, set its name to the morph you want, and set the action to export by clicking on it. It defaults to "Bake", so its easy to change to export.
You can use a group name. EG, I have a whole bunch of eyebrow morphs from ShareCG. I put "Eyebrow" as the name in the rule and it exported every eyebrow morph. Flipside is that you may want to be very specific with the names in your export rules.
Then as planetstardragon says, dive into the panel in 3DX and set those morphs!
Then, as I suggest, save the settings (its the little disk icon in the expression editor).
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By planetstardragon - 12 Years Ago
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yep, i'm trying to learn to control that part of it now - I have to do more programming to my rules - the broad searches can pull too many things and take forever to export an fbx - its nice to have all that morph power - but not necessary when you want to only use 20 out of 200 morphs and go cross-eyed from constantly scanning that list for the morph you want heh!
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By digitath - 12 Years Ago
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Thanks Reallusion!! You are very great!!!):):) :kiss::kiss:
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By thebiz.movies - 12 Years Ago
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I think Warlord has a couple of pretty good tutorials for those looking at this thread and thinking "whaaa?". He's using the "one click" thingy but explains things well as he goes.
Poser to Iclone Daz to Iclone
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By wendyluvscatz - 12 Years Ago
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as I said in the other thread use puppeteer in Daz studio do a dot for each morph slider in head parameters then cycle through them creating keyfames this bakes the morphs to te animation for FBX export fir ANY figure
then after converting to nonstandard look at the pictures in the expression editor and use those morph sliders to match those visemes for ANY figure, even just simple open close mouth morph ones, varying it to resemble them best. you can save the profiles too.
the .duf file only makes it a no brainer for Genesis but not needed if you manually do the morphs then save the profile for reuse. I did a lot of animals inc milcat, dog, the horse2 and llama and created viseme maps to reuse quite easily. had to remap eyes and jaw too in the bone retargeting but not hard added tail spring too. this was without any preset Genesis assets, I did get them for my beta testing but only looked later! so while handy for just Genesis, not needed and no use for other figures where doing as I suggested works very well and is simple. For my own Carrara rigged and morphed models it was simply a matter of creating morph targets in the vertex room, simple eye, mouth and lip movements, having them all on the timeline for fbx export then matching the visene pics.
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By wendyluvscatz - 12 Years Ago
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as I said in the other thread use puppeteer in Daz studio do a dot for each morph slider in head parameters then cycle through them creating keyfames this bakes the morphs to te animation for FBX export fir ANY figure
then after converting to nonstandard look at the pictures in the expression editor and use those morph sliders to match those visemes for ANY figure, even just simple open close mouth morph ones, varying it to resemble them best. you can save the profiles too.
the .duf file only makes it a no brainer for Genesis but not needed if you manually do the morphs then save the profile for reuse. I did a lot of animals inc milcat, dog, the horse2 and llama and created viseme maps to reuse quite easily. had to remap eyes and jaw too in the bone retargeting but not hard added tail spring too. this was without any preset Genesis assets, I did get them for my beta testing but only looked later! so while handy for just Genesis, not needed and no use for other figures where doing as I suggested works very we and is simple. For my own Carrara rigged and morphed models it was simply a matter of creating morph targets in the vertex room, simple eye, mouth and lip movements, having them all on the timeline for fbx export then matching the visene pics.
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By 3DLust - 12 Years Ago
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wendyluvscatz (3/12/2013) as I said in the other thread use puppeteer in Daz studio do a dot for each morph slider in head parameters then cycle through them creating keyfames this bakes the morphs to te animation for FBX export fir ANY figure
then after converting to nonstandard look at the pictures in the expression editor and use those morph sliders to match those visemes for ANY figure, even just simple open close mouth morph ones, varying it to resemble them best. you can save the profiles too.
the .duf file only makes it a no brainer for Genesis but not needed if you manually do the morphs then save the profile for reuse. I did a lot of animals inc milcat, dog, the horse2 and llama and created viseme maps to reuse quite easily. had to remap eyes and jaw too in the bone retargeting but not hard added tail spring too. this was without any preset Genesis assets, I did get them for my beta testing but only looked later! so while handy for just Genesis, not needed and no use for other figures where doing as I suggested works very we and is simple. For my own Carrara rigged and morphed models it was simply a matter of creating morph targets in the vertex room, simple eye, mouth and lip movements, having them all on the timeline for fbx export then matching the visene pics.
Thanks for the info Wendy! If you could find the time, I'd love to see your process from Daz Studio to iClone - I'm a newby with iClone and Xchange so if I could see your steps in a video it would help so much. :kiss:
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By Rampa - 12 Years Ago
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It's looking like there are two ways to accomplish morph heads from DAZ.
Firstly, planetstardragon and I have just been setting our morphs to export with rules. We then choose the appropriate ones for the appropriate expressions in 3DX.
Secondly, the way that RL seems to do the DAZ conversion is by using the keyframes from a daz animation for the appropriate morphs. This gives a lot more freedom of morph creation within DAZ, as you can also use the pose controls, rather than relying purely on DAZ morphs. Presumably, you don't need to set any export rules this way.
Wendy and others: Is the second way how you are doing it?
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By Rampa - 12 Years Ago
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I guess that's why I was a little confused when Wendy mentioned having to look through the morphs and find the closest one to the picture, as the export morph way also supplies the morph name to help with the process.
Now I think I understand much better what the DUF file is doing.
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