Votes
7
Product:
iClone 8
Version:
8.21
Status:
Active
Issue 9421
Rigging essentials needed in iclone
1. I cannot use reach target or get ik controls or multiple motion layers on anything other than a human armature. Would like to be able to add extra arms, legs, heads, wings, or tentacles to a character and also be able to use reallusion tools such as reach target and ik controls on creature characters that have more than 2 arm or 2 legs. I can add extra bones to a character but don't have ik controls on the extra bones I add like i have on props.

2. I would like to have the ability to create motion layer groups on props. Say for an easy example, a mushroom has a cap an a stem. I'd like to be able to have a Motion layer for each section (cap and stem) inside the timeline so I could make adjustments to my animations easier if I make a mistake. This would be very helpful on more complex props with many moving parts. Say for instance, a transformer or spaceship.

3. I would like the option to drive sliders with other animatable sliders and or physics. Say for example, if a bone moves -10units on a specified axis, I could drive a morph slider 100 percent based off of that bone moving that distance. This would allow me to morph a mesh with any slider I choose. I would like to be able to link multiple sliders together and move all of them by just moving 1 slider.

4. I am only able to rig meshes with constraints. However, I cannot rig armatures or bones with bone constraints. I cannot import props into iclone from blender that have used bone constraints and them work properly. Nor can I find a way in iclone to add bone constraints. I am very confused on how an animation program as powerful as iclone does not have these capabilities. I know you are surely busy but are not these things very important when it comes to animating? I've only been doing this stuff for about 6 months so I'm a newbie. But for me to see these types of issues, surely I'm not alone in these matters.
OS: Windows 11
  •  1
  •  185
Submitted bytherealzizzer
1
COMMENTS (1)
Ascensi
This is the same reason why I suggested a particular idea to more easily make it happen by the devs. Users may have to create a matching bone alias in CC4 if the developers can make it happen but Ideally if used cloned or renamed bone hierarchies  that match existing arms, legs etc the system should easily be able to switch to a different arm or legs set that was pre-created in CC4 but during animation/mocap time, switch to the bones that will be in use from the presets. 

https://www.reallusion.com/FeedBackTracker/Issue/Essential-Multi-Body-part-Characterization-Bone-Preset-Switching-for-Mocap-Edit-Motion-Layer-Motion-Correction-Puppet-Motion

Either by creating creatures from scratch or making bone name alias we should be able to do this without a major rewrite and I think would be a smart way to implement it. They may have started working on quad+ support from rumors i've heard but if not, I need more votes, it's likely better to suggest a easy way for devs to implement such request without having them think they  would need to rewrite from scratch otherwise we might wait years for a change.
1