Non-Human models are actually characters that do not contain a standard iClone bone rig setup.
You are able to export non-human models in the FBX format so that you can do key-frame animations in another 3D tool such as Maya and 3DS Max.
Although Unity and Unreal also support FBX files, they are not included in this pipeline because loading a static non-human model to these two game engines only increases the size of the scene.
A non-human model contains bone structure and one or more meshes, while the meshes are bound to the bones so that when the bones move or rotate, the meshes are driven to act along with the bones.
The sources of the static non-human models can be:
Non-human models from Maya or Max. |
Character from DAZ 4. |
iAvatar: Non-human. |
iProp: Animals with bone structures. |
VNS: Earlier formats of bone-skinned porps of iClone asset. |
Note: |
Although Unity and Unreal also support the FBX format, importing a static non-human model to them will only increase the size of the project because these two 3D tools do not provide key-frame animation features, therefore importing a bone structure is merely a waste. If you want to import models in FBX format to Unity or Unreal, then you need to export bone-skinned models along with animations or motions rather than bone-skinned models only. Please refer to the section below for more information: |