Whether the biped characters are made by a custom rig or downloaded from online stores, users can easily characterize them with Character Creator’s bone mapping interface making it fully compatible with the HumanIK motion retargeting system. Once the characterization is done, users can access thousands of motion resources from Actorcore, and enjoy powerful animation controls with iClone. See Manual >
Character Creator can auto detect the imported character type when dragging in a FBX file made by popular vendors. Supported character standards include Maya HumanIK, 3ds Max Biped, Blender Meta-rig, Mixamo characters and motions, and Daz3D G3/G8 characters and motions.
T-Pose Posture Correction
Use T-Pose to compensate the differences between source and target bones. By offsetting bone axis and angles, users can fix character float, lean forward/backward, shoulder drop/raise, knee bend, arms to body penetration, wrong thumbs axis or twisted fingers. See Manual >
Set Bone Types
Several types of bones are supported in CC Characterization
Save Bone Profile
Mapped bone profiles and T-Pose can be saved and reused for characters sharing the same bone structure, allowing automatic future import. See Manual >
CC supports all types of facial rig data, along with morphs, bones, or bones plus morphs, gives the largest facial animation freedom for any of your character types. CC facial rigs are fully compatible with iClone facial controls, including Facial Puppet, Face Key Editing, Facial Mocap, or lipsync animation.
CC provides an ease to understand facial framework, just fill in the required feature slot for brows, eyes, head, jaw, cheek, etc. then see your character come to life in no time.
Spring Bone Settings
Additional bone chains other than the main body HumanIK can be set as spring bones. Define the bone physics one segment at a time to achieve the ideal result.
Adjust how heavy, how elastic, and how strong you wish the spring chain to react to the animation. Test animations to find the right spring performance balance. See Manual >
The unified CC characterization lets custom animation from a specific character be shared with other characters, also apply all motions from iClone/Actorcore, and create your own custom right-click perform menu.