Converting Multiple Human Motions
In addition to convert single human motion,
you are able to convert multiple human motions from a same or different human
motion generators via 3DXchange. After the conversion, the motions can be applied to any standard or
non-standard character in iClone.
Supported File Format
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.BVH
.FBX (with human motions)
.iMotion
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Step 1: Preparation before Conversion
Before converting multiple human motions, you need to set the environment to the one that is able to load
motions.
Preparing a Custom Character
If you want to convert human motions with a custom character, then follow the steps below:
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Press Ctrl + N to new a project.
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Load a human-shaped character file and characterize the character. Please refer to the
Converting Models to Non-Standard Human Characters section for more information.
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Remember to
save the characterization profile for using it later.
Note:
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If you load an iClone default character, then skip this step.
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Preparing with Human Motion File
If you do not have any character to load, then you can merely load a human file before conversion.
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Press Ctrl + N to new a project.
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Load a human motion file and characterize the motion. Because the motion file contains no character mesh and bones,
3DXchange will automatically generate stick-shaped meshes for better observation. Please refer to the
Converting a Human Motion to iClone iMotion section for more information.
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Remember to
save the characterization profile for using it later.
Step 2: Loading Multiple Human Motions from Different Source 3D Tools
After the environment is set, you may start to load multiple human motion files into the Motion Library of 3DXchange.
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Select one or more human motion files in the browser. Please note that the
files MUST be in a same format (*.BVH, *.FBX or *.iMotion) and generated from
a same source 3D tool with identical bone structure.
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Drag and drop the motions to the Motion Library in the Animation section of 3DXchange.
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According to the format of the motions, you may encounter three situations:
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BVH motions or Non-human iMotions: You may see a pop-up message that asks you to characterize the motions.
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FBX motions: You may see a pop-up message that asks you to characterize and
set the sampling method.
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Standard iMotions: The motion files are directly loaded into the Motion Library.
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Characterize the motions:
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If the motions are from the same source 3D tool as the one creates the character, then select the Current Character
radio button.
(You may also select the Load Profile radio button and load the profile you have saved in
the previous section).
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If the motions are from different or unknown 3D tool, then select the Load Profile radio button and
load one of the ready profiles or the profile you have saved.
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Ready profiles installed along with 3DXchange.
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Note:
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Please note that although you may use the embedded characterization profile, the result can not be
guaranteed because the lengths of the bones can be slightly different or adjusted. A custom saved
profile is preferred.
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In case you can not find the appropriate profile or you are prompted with a
message that informs you the failure of characterization, you need to prepare a characterization
profile by manually
characterizing
and
saving the characterization profile for one of the
motions.
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Step 3: Adding Motions to Perform Editor
After loading the desired motions, you must add the motions to the Perform List because
3DXchange only exports the motions according to the Perform List status
instead of exporting the motions in the Motion Library.
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Add motions to Perform Editor.
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Click the Add to Perform to add the motion selected in the Motion Library into the Perform Editor.
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Click the Add All to Perform to add all motions in the Motion Library into the Perform Editor.
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Modify the name, the length for each motion in the perform list. Please refer to the
Animation Section for more information.
Step 4: Export the Motions
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Click the Export button (Shortcut: Ctrl + E) to export the motions.
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Adjust the settings for exporting in the panel.
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If you want to export the character, then activate the Geometry box.
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Activate the Animation box to export motions in the
Perform Editor list.
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The motions will be stored into a folder with the custom name you put
in the File Name field
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Select iClone 5 from the iClone Version drop-down
list.
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It is highly suggest that you use the iClone Content Folder as your
destination folder because it is easier to explore the exported assets.
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Click the OK button to export. The motions can be found in the following path:
Motions:
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Windows XP - C:\Documents and Settings\All Users\Documents\Reallusion\Custom\iClone 5 Custom\Motion\[Custom Name]\
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Windows 7 or Above - C:\Users\Public\Documents\Reallusion\Custom\iClone 5 Custom\Motion\[Custom Name]\
Character:
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Windows XP - C:\Documents and Settings\All Users\Documents\Reallusion\Custom\iClone 5 Custom\Character\
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Windows 7 or Above - C:\Users\Public\Documents\Reallusion\Custom\iClone 5 Custom\Character\