Problem Creating a non human character from multiple Sub-props iClone 6/3DXchange


https://forum.reallusion.com/Topic267653.aspx
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By Ascensi - 9 Years Ago
I followed this Reallusion tutorial https://www.youtube.com/watch?v=tnlfTLhReMo
The only thing different I have done slightly different is that I've imported an FBX of multiple Zbrush subtools/meshes as Tris, I converted all the parts into sub-props then saved and opened them up in iClone. I then connected each part together for the bone structure hierarchy. I've tried to add the sphere as being the main parent and without the sphere, it seems there is a higher level called RootNode ( don't know if Zbrush adds this in the FBX creation or 3DXchange upon export. Regardless when in 3DXchange the option to press the convert to non-human is greyed out but the option to convert to a non-standard is available. Maybe there is a limit on how many props are allowed to be used to create a character?
Is there something I'm missing? any help would be appreciated
-Kurt

By Ascensi - 9 Years Ago
sw00000p (1/11/2016)

Are you aware that this video is for converting (iProps) to (iAvatar) = iProp to Non Standard Characters??(Not Non Human)
In your explanation.... nowhere do you mention bones, nor skin. The video clearly shows bone mapping to create a non standard character.
At the (4 minute mark)... the Convert button is used to convert the iProp into a Non Standard Character.

Thanks sw0000p, I may of been asleep at the wheel somewhat. I forgot that this process is for Bipeds only it seems.
I have been working on a custom dragon made out of several sub-props. I haven't yet grasped the character creating concept with iClone 6. When you said the video clearly shows "bone mapping" I wouldn't argue that but I need to get to the part where the bones are actually created from the mesh/sub-props first and it doesn't seem like this method would work with quadrupeds. I've also bought Reallusion's Dragon clone bone system but I need to do more research on bone manipulation and removal if possible just to make them fit and work with my character.

















By Ascensi - 9 Years Ago

Hope this Helps :)


Thanks, it does help me understand the pivot essentials a bit more. 
So far this is where I'm at and where I got stuck:
- I have aligned the pivots of each mesh within iClone that will have movement -tested them with rotation and they all look good -The parts and pivot alignment has been adjusted to move robotic https://forum.reallusion.com/uploads/images/0f738fea-056c-4967-8acd-dbfd.jpg
Each part is a sub-prop so I can assign a variety of Indigo materials.
I have not decided whether to use the dragon clone bone or not because even though I probably could scale the bones and maybe delete a few in another program (to me it's a bit risky because I haven't created a rig before) I question whether I can still use the animations that were designed for the Dragon bone clone bone if I deleted a few bones. 

I recently purchased a small Rigging and animation program for games called akeytsu and I'm currently watching the video tutorials - it easily accepts iClone bones and has a tut explaining a fairly less painful way how to Rig RL bones in a new mesh. I do have Maya on another computer but again I don't have the knowledge/experience rigging a character from scratch -  I've used it mostly for Rendering complex scenes.

What do you think? would the Dragon clone bone system be most appropriate for this model? I didn't want my model to conform to the Dragon clone bone system's overall shape/design since my model is closer to an Asian/Persian dragon- I haven't seen any tutorials on modifying clone bones in iClone or 3rd party to know whether if it would pose problems.

Thanks again for taking the time to explain. 
By Ascensi - 9 Years Ago
sw00000p (1/12/2016)
Hey Kurt,
Brevity sw00000p :ermm: Ok... ummm!:)
Just a suggestion:


Use Akeytsu to Rig and Animate your models.
 • Create Bones (Skeleton)
 • Heirarchy
 • Skin
 • Pivot Points

Learn Aketsu's Tools and you'll Speed Up Production with smooth animations.
Get Over the Scary Animation part.. and you'll avoid the whole iClone animation (Tedious) fine-tuning process.

Complete every Akeytsu tutorial you can find.
Use iClone to render. :cool:


Thanks! good to know NOT to delete bones or otherwise gain useless files -but if it doesn't have animations and some bones are removed could the bones be remapped in 3d ExChange could I still use the animations that came with the original? I understand that the outcome of the animation was meant to originally match the rig and may become a deformed animation if remapping with less bones is possible.  

Yes my model above is basically made out of blocks, it's more like a statue coming to life so I didn't want to have any mesh deformation except for the wings that would include hair-like physics. I'm not sure if I should detach the wing models and assign them to iClone's avatar toolkit wings to attach them to the rigged character later - the controls to animate via mouse looks very appealing.

About originals I always keep them and make revisions/new files/names for every major change ;)