Models Constructed by 3ds Max, Maya or other 3D Tools

With Maya, 3ds Max and other 3D tools; characters compatible with 3DXchange can be created with two methods. After exporting them in FBX format, you may convert them for iClone as non-standard human characters with 3DXchange. Please follow the steps below to smoothly convert characters with 3DXchange.

Bone-skin Method

3DXchange highly supports CS (Character Studio) bone structures from 3ds Max. It also supports Human IK bone structure from Maya. By using the bone-skin method in these two tools, you are able to use these characters in iClone with less processing steps.

In the following case we use 3ds Max as an example tool.

  1. Prepare a biped character mesh.
  2. Apply the CS bone (you may optionally append more bones to the CS bone; however, these bones may not always be available in iClone).
  3. Skin the mesh to the bone by conventional methods; make sure the skin weight is correctly designated.

    After bone-skinned command.

    Check out and adjust the skin weight for each bone.

  4. Adjust the character to a T-pose.
  5. Go to the start frame and click the Add Key button to save the T-pose as a pose key.

Link Method

If you do not want to apply the bone-skin method to create a character, then you can use the Link feature. By linking different objects, you can also create a character for converting into iClone.

If you do not want to have these motions, then skip this section.

  1. Transform meshes to build up a character shape.
  2. Select all meshes and switch to the Utilities tab in the Command panel.
  3. Click the Reset XForm button to initialize the size of all meshes.
  4. Link the meshes one by one starting from the outside towards the center. Make sure the pelvis is the parent (center) for all meshes.

    The structures are identical to the method you used to construct a character with props in iClone; but you need to apply the Link feature instead of the Attach feature in external 3D tools. Please refer to the Generating Characters from Static iClone Props section for more information about the basic and advanced structures for characters.

Exporting FBX File

  1. Select the mesh and the bone, export the character in FBX format.
  2. The FBX Exporter panel will display.
  3. Pull down the drop-down list and select the Autodesk Media & Entertainment item.
  4. Expand the Animation section, activate the Animation box to include the animation (and T-pose) to the FBX file.
  5. Expand the Embed Media section, activate the box to include the textures and materials in the FBX file.
  6. Click the OK button to export.

The custom character (in .FBX format) is now ready to be loaded into 3DXchange to be converted into a Non-Standard Human Character.

The converted non-standard human characters with motions applied in iClone.