Some small tools for working with "loopable" animations for games etc... 1. Temporary walk in place option, where you also can control specific axis to disable on root when working with walk, run loops etc. 2. Feature that in real-time replicate start and end keys to ensure "100% loopability...More
I am currently making turn-in-place animations with iClone7. I mainly use reach target editor and curve editor for IK movement of the feet while the whole body is moving (rotating). The Character is Unreal's default mannequin. (See the attached zip) The thing is when I export it directly from...More
Indeed, I really want at least one extra animation Motion Layer (and Exporession Layer) for secondary movement, like breathing, overshoot, eye movements, etcetera That is, to make the character more alive. So I can put some hold-pose extra movement in the animation, without changing the primary...More
There is a context menu for reversing a motion clip in the timeline. However, there is no such option for expression tracks. Expression clips should also have the option to reverse them....More
I edit the mocap animation and export it to fbx, it drawn differently from the animation shown in iclone. When I use unreal live link, it looks fine, but fbx export causes the animation to shift slightly. This problem usually occurs badly in the neck or arms. It occurs in both Unreal or Cinema4d...More
As the title suggests, the animation output after custom motion and FBX export is not the same as what I was working on. Especially in the upper body, the phenomenon is noticeable, and all parts of the head, waist, chest, arms, etc. come out differently than before storage. I found this to...More
Hi, I am an animator and I would really like to have an option for animation a character in 24 fps. 60 FPS is reallly nice option and it makes animation real smooth but having 24 FPS can be so handy who comes from other 3d animation applications like me....More
When building a run/walk cycle in Iclone it is impossible to figure out the number of frames until it has been applied to the time-line. This is too late. It is impossible to animate in multiples of frames (e.g. 2 steps per 60 frames -- the old walking on 2's standard) without some form of...More