Fine-Tuning the Pose of the Converted Character
After you bind the Reallusion Bone to the custom bones of the character, then you may need to fine-tune the
character's hip to make the character stand straight. You will also need to adjust the character's feet so that they stand above the ground and
perform better feet motions, or to prevent any penetrating issues with the hands.
Standing the Character Straight
You may encounter situations where the character leans forward or backward
once you activate the mapping. By adjusting the position of the hip, you
can have the character stand up straight.
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Enable the Active box to finish mapping the bones.
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Switch the 3D viewer to side view.
Show grid (Shortcut: Ctrl + G) and change the 3D viewer to
Orthogonal mode (Shortcut: Ctrl + Q).
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If the character leans, then switch to the Property tab and adjust the Hip Offset value.
Setting the Feet to the Ground
After the bone-mapping procedure the feet may sometimes penetrate under or be raises above the ground, this will cause incorrect motion results
especially when the Foot Contact is in iClone.
By adjusting the Feet Offset, you may rectify the position of the feet so that they will precisely align
to the ground.
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The converted non-standard human character whose feet are under the horizon as the Foot Contact is Off.
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The converted non-standard human character whose feet are on the horizon as the Foot Contact is On.
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Enable the Active box to finish mapping the bones.
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Switch the 3D viewer to front view, and make sure the ground grid is enabled (Shortcut: Ctrl + G).
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If the feet are under the ground, then switch to the
Orthogonal mode (Shortcut: Ctrl + Q) and zoom in to the feet.
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Adjust the Spacing and the Height values to determine the space between two legs and the height
of the feet.
Note:
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Sometimes you may encounter knees-bending issues when you adjust the height of the feet. To solve
this problem, you need to adjust the height of the contact planes of the feet. For
more information, please refer to the
Stretching Legs section.
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Adjusting the Arms from Penetrating the Body
After going through the characterization process, 3DXchange will provide you with preview motions
for you to check the hand motions to prevent them from penetrating the body, especially when the character's
belly is above average size.
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Enable the Active box after mapping the bones.
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Pull down the drop-down list besides the Active box.
Note:
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You can directly preview any motions from the Motion Library here before pressing
the Convert button, regardless of original format.
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Select one of the preview motions in the list and click the Preview button to preview the motion effect
on the character.
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Repeat the steps with all the motions in the list.
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If the hand(s) penetrate the body, then disable the Active box to return the character to the T-pose.
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Adjust the collar bones.
Note:
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Please note that no matter how you rotate the arms,
you always need to adjust the hand bones in order to keep the upper and lower
arms parallelly align to the horizon.
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Enable the Active box again and click on the Preview button to check the results.
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Repeat the last two steps until the motion results are satisfactory.