In the Converting Models to Non-standard Characters procedure, you are mainly mapping the Body bones to the standard bone structure in order to apply motion-related features to the character in iClone.
However, if you want a non-standard character to be able to have facial expressions or spring effects, then you need to separately map the spare bones as facial, jaw and eye bones (for facial expressions) or extended bones (for spring effects or setting motion layer keys).
The facial bones (under the head node). |
The facial bones dominate the facial expressions. |
The extended bones (under the head node or the body node) that have been given spring effects. |
The extended bones with spring effects drive the bouncing of the mane and the tail. |
The extended bones (under the head node or the body node) that have not been given spring effects. |
The extended bones without spring effects can be manually animated in iClone. |
Please refer to the sections below for more information: