I would like to make this suggestion for both CC2 and the upcoming Character Creator 3, or even DAZ Characters. As I get into creating characters and animating, I see a need for Joint Corrective Morphs. Its especially important when you are creating characters of extreme sizes or with unique...More
Imagine iclone having multiple layers of expression track. E.g. If I have a character that's breathing heavily throughout the scene and I have that character do various stuff like looking around, showing angry, sad emotions in scene. In one expression layer, I animate the heavy breathing clip...More
We have physics in the UI and the physics toolbox. Both are OK, but we sure could use some improvements in the physics toolbox. Afterall, it was released 5 + years ago....More
Here's the thing that keeps me from adopting iClone as my go-to application for animation. You can't RIG. You can do some minor rigging tasks if you use the physics toolbox and you can rig clothing in CC3, but if you're wanting to rig for animation, you're out of luck. You basically have this...More
Can we please have the HumanIK Control system visible and selectable in the viewport? It's very tedious to keep switching back and forth from the puppet controller to the translate/rotate gizmos. HumanIK is already implemented, so there's no reason not to have the option to have the animation...More
Hi! Add the ability save (and optional bake) custom expression in the Face key editor. See workflow below. 1. Use all the Face key editor features to create a unique "Face Expression"....More
Hi. Just as iClone 6 FUNDAMENTALS TRAINING VIDEOS link: https://www.reallusion.com/iclone/fundamentals-training-video/default.html I would love to have the same for iClone7....More
When working with Mocap data, or a big amount of animation data in general, it can be difficult to see the problem areas when playing at max speed. It would be great having a button similar to 3ds Max with speed options, instead of having to change the timeline....More
Reallusion software is about realism, and arguably the biggest aspect of human realism that we look for in renders is breathing. In order to be 'life-like', and not static or robotic, things like subtle movements and blinking are great, but the thing that would really seal the deal is breathing...More