Setting Extended Bones for IK/FK Editing (New for 5.4)
In iClone, a non-standard character will generally have four or more limbs.
However, if you want to create a character with more limbs on the body and
adjustable tentacles on the head, then you may need to set them as Extended Bones
and adjust those bones to pose your character using
FK/IK editing rather than stay still when the
character performs.
*Please note that if the bones are not mapped, not set as facial bones or extended bones, they will become invisible and un-adjustable in iClone.
Step 1: Characterizing the Character
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Load a model file with bone-skinned data. The files must follow the
conventions described in the sections below:
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Go to the Character section of the Modify panel
and click the Convert to Non-Standard button.
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Map the body bones and activate the Active box.
Step 2A: Mapping the Facial Extend Bones
After you map the body bones and activate the mapping result, the head bone of the character is determined; and all child bones
of the head bone will be initially treated as facial bones. Aside from the bones that are
mapped as eyes and jaw, any other additional bones can be mapped to the Facial Extended Bones
category for manual adjustment in iClone.
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After you activate the bone mapping result as described above, switch to the
Face / Extend Mapping page by clicking the button with a head icon
above the dummy pane.
The modify panel will switch to the Face / Extend Bone mapping mode.
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Select the bones that you want to apply
a spring effect to from under the Face node (in blue) and map them as
extended bones (In this case, the tentacle bones):
Please refer to the
Setting Extend Bones - IK/FK Editing section for more information.
Step 2B: Mapping the Body Extended Bones
After you map the body bones and activate the mapping result, some spare
bones may be left out of the mapping procedure. These bones will be
put into the Unused Body Bone category in order to simplify the bone edit view
when you use the
IK/FK motion tools on the character the character in iClone by hiding these redundant bones.
However, these bones can all be mapped to the
Body Extended Bones category if you need any of them to be animated later.
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After you activate the bone mapping result as described above, switch to the
Face / Extend Mapping page by clicking the button with a head icon
above the dummy pane.
The modify panel will switch to the Face / Extend Bone mapping mode.
-
Select the bones that you want to apply
a spring effect to from under the Unused Body Bone node (in blue) and map them as
extended bones (In this case, the two additional arms):
Please refer to the
Setting Extend Bones - IK/FK Editing section for more information.
Step 3: Convert to Non-Standard Character
After the bones are mapped and set, you are able to convert it into a
non-standard character.
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Make sure the Active box is selected.
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Click the Convert button at the bottom of the Modify panel to
leave the Characterization Procedure.
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Export (Ctrl + E) the character to iClone. You may now animate
the bones that have been set as extended bones.