Help to rig a Mech in Xchange


https://forum.reallusion.com/Topic377620.aspx
Print Topic | Close Window

By nealtucker - 7 Years Ago
Hi Guys, can you help me with this as it's new to me.
I purchased a Mech for a project I'm working on in iClone from Turbosquid which said it was Low poly, Game ready and Rigged and PBR which is just what I want.
I can get it into 3Dxchange ok and out to iClone but I want to be able to animate it, How can I set it up to do this, 
Changing the model to Non-standard shows the rigging as in the Pic but what do I do next, I can not get the "convert" button to be active so not sure what I am doing.
What would be the work order for this to work? As a test I set some parts to Sub Props as in other videos and this was ok but I want to use the drag and drop animations in iClone if possible?
Thanks
Nealhttps://forum.reallusion.com/uploads/images/9a317480-4e6e-45ce-a83e-2130.png 
By Rockoloco666 - 7 Years Ago
You need to map the bones in the mech to the rl bone structure ( the human skeleton near the convert button) you must set the mech in t pose and then assign the bones by clicking the bone you want in the skeleton, your cursor will change and you can select the equivalent bone in the mech, after it is done you can click convert, search for this topic on YouTube in the reallusion channel, there are tutorials that can guide you through the process better than a forum post. Hope this helps
By nealtucker - 7 Years Ago
Thanks Raxel, that got me on the right path, it seems other folk get problems sorting out what bones to map and what bones not to map, after a lot of trial and error it's now coming together, The thing is, in order to test the motions in the editor all the main bones must be mapped to something, it's a pity we can not disable some bones in the editor to be able to work through the model and see what is affected by each bone, in fact, some may not be needed but you are forced to pick one? 
If someone knows of a way to do this can they please share? 
Thanks
Neal  
By Rockoloco666 - 7 Years Ago
My memory is a Little fuzzy on this but if i remember correctly you can select the bones individually and rotate them in order to see what they move. You Just need to map the bones that match your mech to the skeleton, after that you can either not map the remaining bones or map them to something called extended bones (or something like that)
By dogged2003 - 7 Years Ago
nealtucker

Look at here.

But the skeleton of the model looks awful.
By nealtucker - 7 Years Ago
Thanks Raxel. To me it looks like you have to select or populate all of the bones in the setup box otherwise the "convert" button will not work, also rotation of the parts does make it easier.
"extended bones (or something like that"  I'll have to try that as he's not quite playing right at the moment.
if anyone has any tips please share your wisdom.
Thanks
Neal 
By nealtucker - 7 Years Ago
Thanks dogged2003
I did look at that a few days ago, the gorilla rig looks easy, and yes this rig looks strange to say the least, I have to pick my way through it, all good practice though'
Neal
By Rockoloco666 - 7 Years Ago
One thing i forgot to mention is that setting the tpose is super important, if you don't set it up correctly the motions wont work properly or you will notice weird motions ie it is walking properly but the arms are all over the place
By vidi - 7 Years Ago
Maybe we could help you if you upload the figure for checking because without see what all these node mean is hard to help . 

By nealtucker - 7 Years Ago
raxel_67 (9/2/2018)
One thing i forgot to mention is that setting the tpose is super important, if you don't set it up correctly the motions wont work properly or you will notice weird motions ie it is walking properly but the arms are all over the place


I'm thinking if I can just set up the legs for it to walk correctly, which is almost there as the guns fly around and two shoulders at the very top of the mech move around, then I can sub prop the guns and animate them separately,
this will be good enough I think.
This was why I thought it would be good to not have to map every bone in order to test it out, your idea of using some unused model rigging to bones may work, I'll give it a go tomorrow.
 


By hirospot - 7 Years Ago

@nealtucker

It might be too late but let me suggest you can use Mech as "Motion Prop".
No mappping is necessary in the 3DXchange in this case.

Mech product comes with Model and demo motion in FBX format.
You just import Both in 3DXchange, motion add to Perform, then Export Mech to iClone.

You'll see the Mech demo motion in iClone, and you can access to all bones in the Motion layer indivisually to edit and animate.

https://forum.reallusion.com/uploads/images/269d46e4-d784-437b-aa98-369c.jpg

Please refer to my test report. (URL)
Thank you,
Hiro

By nealtucker - 7 Years Ago
Thanks Hiro, the test report has helped a lot, I never did work out what was what on the Rig,
One thing that does not work is the re-scaling of the model, so it's the size of a dog! if converted to an OBJ then it does size up but then you get no animation.
N. 
By hirospot - 7 Years Ago

Hi, nealucker,

To my regret, this Mech Motion Prop does not respond to the scale button in both 3DXchange and iClone, I wonder.

As you experimented, the size can be enlarged in the 3D tool but the demo motion import fails on 3DXchange.
I tried characterizing for the enlarged Mech and applied the Preview motion as follows.

https://forum.reallusion.com/uploads/images/cb93d2b0-c843-4c96-8f2f-3ba3.jpg

Mech moves but may not be so practical.
https://forum.reallusion.com/uploads/images/fb4b918f-a2a7-4f9e-985a-9fc4.jpg

Thank you,
Hiro

By nealtucker - 7 Years Ago
Thanks for giving it a try Hiro, you got further than me with this.
I could probably get a refund from Turbosquid on this as the rig does not scale with the model! I think the designer should have made it real-world scale at the very least, why it was not I do not know, and I do not know enough about building models like this or the scale they use.
Cheers
Neal
  
By hirospot - 7 Years Ago

Hi Neal,

I was sorry I had not enogh time last night.

Even bone scale does not fit to the Mech, you can still move the Mech parts.
 
Open Edit Motion Layer panel and pick any effecter point ① and find which bone is yellowed ②.
Use Local Rotate Tool ③ to rotate the MiniGun in this case.

https://forum.reallusion.com/uploads/images/7de62718-88c8-44aa-b90f-21f3.jpg

You just select ① and use ③on the timeline to make Mech animation.
By using IK effector, you can forget the tiny Mech bones.

https://forum.reallusion.com/uploads/images/352676a9-47ad-4d34-acc0-dfa9.jpg

Mech iClone Avatar also moves randomly by applying any iclone Motion Files.

I will try to fix correlating the relation between Mech bones and IK effector points to get optimized.
Give me some time.

Thank you,
Hiro

By nealtucker - 7 Years Ago
Thanks Hiro, great work, I'll wait to see if it can be fixed in some way, it will be good to use it in my latest project but as it is for me, it is too small and difficult to animate.
cheers. N.
By hirospot - 7 Years Ago

Hi, Neal,

I'm very sorry for kept you waiting,
I'll make the download pass for the Mech Test Project data tomorrow.

https://forum.reallusion.com/uploads/images/d05b7c4c-3c08-47d2-9490-0a10.jpg

Please wait,

Thank You,
Hiro

By hirospot - 7 Years Ago

Hi Neal,

I uploaded the file "Mech_Test_Demo.zip (49.955KB)" to 4shared site.
https://www.4shared.com/get/NCNkzUyree/Mech_Test_Demo.html

You may need your mail address and password first. Please try.

Followings are confirmed on the iClone 7.
1. The Demo Project has a very short animation for Mech and girl.
2. Please save the Mech in your Content/Actor/Avatar/Custom/Character folder.
3. Mech can resize at Modify/Avatar/Avatar Proportion but all animation is removed.
4. To animate, please use Edit/Motion/Body/Edit Motion Layer/IK Mode and select effector point.

If you have any trouble, let me know..

Thank you,
Hiro

By nealtucker - 7 Years Ago
Hi Hiro, it downloaded ok, it is the correct size and it can now be animated, so thanks for that, the only problem is, is that it is watermarked with the iclone logo? 
Not sure how this can be sorted?
Thanks
Neal
By hirospot - 7 Years Ago

Hi neal,

Thank you for your review.

Watermark with the iClone logo is very new to me, I wonder why.

Please try:
1)  Pick the Mech and save it once in your Content/Actor/Avatar/Custom/Character folder.
2)  Go to File/New Project, and open new Project.
3)  Double click on the Mech icon and chech your screen.
4)  Does it still show Wartermark?

If you still have the Warter mark, I 'll organize report how your own Mech to be modified for resizing.  

Would you capture the screen with the Wartermark image and post, if possible?

Thank you,
Hiro
By nealtucker - 7 Years Ago
Hi Ya,
When importing the Mech, as the pic shows, it has the watermark over the screen, this model cannot be saved to a custom Av folder as the plus button is not highlighted, putting the file directly in the custom folder and restarting IC, it does not show up in the custom panel, 
Pic two shows that there is a missing file?, maybe the other model in the scene is causing a problem with the prop in IC?
It may be better if you would not mind, to show, how to size the Mech with the rig, so I can do it with my model?
Thanks for spending time on this Hiro, it's much appreciated.
N.https://forum.reallusion.com/uploads/images/5eabdffc-4776-4347-8f72-5fc3.pnghttps://forum.reallusion.com/uploads/images/bd0ea75f-88b0-4a63-a704-bc1b.png  
By hirospot - 7 Years Ago

Hi neal,

Thank you for the Pic.

1. Pic2: As for the missing png texture,

The Mech Texture file has 8 different PNG files in my case.
I picked one and did drag & drop on the Mech body.

fig:MechTextureFile
https://forum.reallusion.com/uploads/images/76686dde-cee2-46df-a4af-6b5b.jpg

Please try your texture (such as Goleath_albedo.png) from your DL/Texture folder.
I hope no error message should appear again.


2. Pic1: As for the Watermark,

Accoring to the Reallusion Youtube, it shoud be related to iClone trial content or export lisense issue.
https://www.youtube.com/watch?v=J0py_-keJ3c

I wonder why the Mech has the Watermark this time.
    
3. As for the save, please also check by opening your Prop folder, and check whether plus button becomes highlighted.   

4. I'll repeat the resize process for the report. It may take some time again.

Thank you,

Hiro

By hirospot - 7 Years Ago

Hi neal,

Revised report Chapter 6 for scalable Mech with rig.
http://hirospot.web.fc2.com/MECH/index.htm

Please check with your model.

Thank you,
Hiro

By animagic - 7 Years Ago
Looking at the textures, it would be best to apply them in iClone as they seem to correspond to the various PBR channels. 3DXchange doesn't have those.

After importing in iClone, make sure to set the shader for the Mech to PBR in case it imports as Traditional.

Albedo would go in Diffuse, the others in their corresponding slots, e.g., Goleath_metallic would go in Metallic, etc. 
By justaviking - 7 Years Ago
animagic (9/23/2018)
Looking at the textures, it would be best to apply them in iClone as they seem to correspond to the various PBR channels. 3DXchange doesn't have those.


:crying::ermm::crazy::(:crying::(:sick:

Time for a 3DXchange update, perhaps?  :Whistling:


By nealtucker - 7 Years Ago
Hi Guys, Yes, I normally apply the textures in Iclone which always work even for this model.
I was looking at the file again and it looks like the Mech is embedded in an Iclone project file......see pics... and not saved as an avatar like pick 2 of the Goleath Mech I have.
Neal
https://forum.reallusion.com/uploads/images/026fa138-f27c-4e39-81d0-dd63.png

https://forum.reallusion.com/uploads/images/296c76d2-e068-4123-a28f-94a4.png
By nealtucker - 7 Years Ago
Hiro, I just checked your updated instructions and you rescaled it in Maya, I do not use or have Maya, I think from my last post the model should be ok if you send or save it from Exchange as an Iclone avatar?
N.
By hirospot - 7 Years Ago

@animagic

Thank you very much for your guide.

The DL file has 4 PNG files for the Mech Surface variation, and others are for PBR channels as you indicate.
The Mech looks more realistic in PBR.
 
https://forum.reallusion.com/uploads/images/fc060585-f089-46bf-94e5-eae2.jpg

Thank you,
Hiro

By hirospot - 7 Years Ago

@neal

I'm very sorry for your confusion.

Mech_Test_Demo is a project file in which the large size Mech with a key frame short animation.
In normal case, any content shown in a project file could be picked manually and saved individually to the correspoding content folder, they are not saved automatically.

By the way,
My report is just the record of what I did, and please forget the Chapter 5, its a failer report.
The Mech was designed in Maya, so I wanted to confirm that the Mech rigs can be scaled with the Shape in Maya LT.
Rigs were scaled with shapes but its FBX data could not be opened in 3DXchange7.

So, the chapter 6 is the alternative try to get rigged Mech with scaled Shape in iClone.
1. Please use your Mech file, import to 3DXchange, complete the bone mapping.
2. When you get green indication, push "Convert" button, then push "Apply to iClone" button.
3. Please check if you have still Greenmark on your screen.
4. The Mech in iClone shoud be resized by Modify/Attribute/Avatar Proportion/Actor Body Scale (300%).
5. Go to Modify/Motion/Body/Edit Motion Layer, use IK Mode effector point and Local Rotate tool to animate the Mech body.

Please note the rig cotroll in iClone is not so comfortable as this Mech was designed to use with Maya contoller.

Thank you,
Hiro

By nealtucker - 7 Years Ago
Thanks Hiro, The bone mapping you worked out will help a lot, 
And thanks for looking into this, I should have all the info I need now.
Neal