Setting Extended Bones for Auto Spring Effects (New for 5.4)

In iClone, a non-standard character can be given spring effects to extraneous bones on your character's rig. These bones can be the sub-nodes of the head or any other bones that are not used for mapping under the root node of the character.

Please note that you are allowed to turn off the spring effect of a bone string using key-frame editing.

Step 1: Characterizing the Character

  1. Load a biped model file with bone-skinned data. The files must follow the conventions described in the sections below:
  2. Go to the Character section of the Modify panel and click the Convert to Non-Standard button.

  3. Map the body bones and activate the Active box.

Step 2A: Mapping the Facial Extended Bones

After you map the body bones and select the Active checkbox, the head bone of the character is determined; and all child bones of the head bone will be initially treated as facial bones. Except the bones that are mapped as eyes and jaw, any other additional bones can be mapped as Facial Extended Bones.

  1. 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.
  2. 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 ears and the bones that control the mane):

    Please refer to the Setting Extended Bones section for more information.

Step 2B: Mapping the Body's Extended Bones

After you map the body bones and select the Active checkbox, some spare bones you may still see some extraneous bones in your character's rig. These bones thus can be mapped to the Body Extended Bones category to apply further spring effects.

  1. 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.
  2. 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 tail bones):

    Please refer to the Setting Extended Bones section for more information.

Step 3: Applying Spring Effects to Extended Bones

After the model is converted into a non-standard character, you can start to apply spring effects to the extended bones.

  1. Scroll to the Spring section and click the Edit Spring button.
  2. The Modify panel for spring editing mode.
  3. Select the extended bones in the 3D preview window and set the spring parameters for the bones.

    Facial extend bones.

    Body extend bones.

    Please refer to the Setting Spring Effects and Editing Spring Groups sections for more information.
  4. Click the Apply button to confirm the settings and leave the spring editing mode.
  5. Export (Ctrl + E) the character to iClone. Animate the character and the bones that have been given spring effects, and they will automatically and naturally bounce along with the character's motions.

    The fluffy mane and the tail auto-sway along with the lion's motions.