Converting Standard or Non-Standard Characters
Standard characters are actually characters built with an iClone bone structure;
while a Non-standard character also has an iClone bone structure without
facial bones.
You are able to export standard or non-standard characters in FBX format so that you can
do key-frame animations in another 3D tools 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 standard or non-standard model to these two game engines only increases the size of the scene.
Step 1: Loading a Bone-Skinned Model
A bone-skinned model contains a 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 bone-skinned models can be:
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FBX files from Maya, Max, DAZ 4, and
Shade. However, you need to first
characterize them into non-standard characters before proceeding this pipeline.
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Bone-skinned biped models from Maya or Max.
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Character from DAZ 4.
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iAvatar, iProp and VNS from iClone.
Please refer to The Influences of DRM and License Mechanisms on Exporting Assets section for more information about
the limitation for exporting iClone assets.
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iAvatar: Standard or non-standard characters.
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iProp: Bone-skinned props. However, you need to first
characterize
them into non-standard characters before proceeding this pipeline.
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VNS: Earlier formats of standard or non-standard characters of iClone.
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Step 2: Exporting the Model in FBX format
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Execute the File > Export to Other 3D Format > Export FBX...
command.
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In the Export FBX panel, use the Target Tool Preset drop-down list to auto-set the settings
for Maya or 3DS Max.
Please refer to The Settings for Exporting an FBX File section for more information
about the details of the settings.
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Click the OK button to export the model in FBX format.
Step 3: Loading and Setting the Key-frame Animations in Maya or 3DS Max
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Import the FBX file into Maya or 3DS Max
with the settings below:
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Maya (FBX plugin 2012.2 version or above)
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Select the Add item from the File content drop-down list
in the Include section.
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Please refer to the
Adapting iClone Characters for Maya Human IK section for more information
about adapting iClone standard or non-standard characters to Maya
for performing key-frame animation with Human IK Rig method.
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3DS Max (FBX plugin 2012.2 version or above)
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Select the Add item from the File content drop-down list
in the Include section.
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Adjust the bones to change the position of the model at different time frames and set keys to the bone structure.
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Play back to view the time-frame animation.
Note:
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Although Unity and Unreal also support the FBX format, importing
a static standard or non-standard character to them can only increase the size of the projects because these
two 3D tools do not provide key-frame animation feature and a bone structure is
merely a waste.
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If you want to import standard or non-standard characters in FBX format to Unity or Unreal,
then you need to export them along with their animations or motions rather than
the characters only. Please refer
to the section below for more information:
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