SketchUp to iCloneMaya to iCloneBlender to iClonePoser to iCloneDaz to iCloneVue to iClone

Maya Pipeline

This tutorial will show you how to convert a Maya character into an iClone character.
In addition to Maya, please make sure that you have the latest FBX plug-in version installed. You may update the Maya FBX plug-in here.

Step 1. Export the animated character from Maya as an FBX.

Prepare a Maya project with a rigged character and animations.

Select ' File > Export ' and chose the ' Autodesk Media & Entertainment ' preset.
Select the 'Bake Animation ' to implant animation keys from the rigs and into the character bones. Or you may bake the animation in Maya by choosing Edit>Keys>Bake Simulation before exporting.
Check 'Embed Media ' to include all texture maps within the exported FBX file. This way, you do not have to find and restore the maps after conversion.
Set the ' Up Axis Z ' to comply with the iClone coordination system.


Step 2. Convert FBX into iClone content.

Launch 3DXchange 4.
Open the exported FBX file, leave the default settings and click 'OK'.

Examine the model and animations. Use the two triangle markers on the play bar to set theMark in/outrange, and then click on 'Add New Clip' to add the clip to the list. You may rename the clips if necessary. The clips in the list will become 'Perform' commands in iClone.

First pick 'Set to Defaults' below at General panel.
Select 'Custom LightWave version' and 'Embed Textures' in Export File Type. Cancel 'Cameras' and 'Lights' options in Scene Componets if just exporting the character.
Be sure that 'Animation ( or Pose )' should be active in  this case.
Click 'Accept' to export the FBX file.


Step 3. Convert it into a Non-Human Character.

    Find the 'Convert to Character' button in the 'Character' section, and click on it.

In the pop-up dialog box, you may adjust theBone Bounding Sizeif necessary. (A big bounding size may block you from picking adjacent bones, whereas too small bounding sizes make it hard for picking.) To set the bone axis, observe how the axis is pointed along the spine bone. Later, just choose the right one for your needs. In most cases, just select the 'X' axis.


Step 4. Export the Non-Human Character

Select 'File>Export...' or click 'Export' tool in order to open the 'Export iClone Content' dialog box. Click 'OK' to export the character.

Load the character in iClone 4 and examine it. Select the character and right-click on it to test the 'Perform' commands, or to adjust material settings.

Go to Material section, turn on 'Effect All Material', then adjust the specularity. This makes more shiny skim and brings up the model & texture details.

In addition to the 'Perform' commands, you may also poser and make animations with the character.

SketchUp to iCloneMaya to iCloneBlender to iClonePoser to iCloneDaz to iCloneVue to iClone
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