![]() ![]() ![]() I am very glad that you asked this because it will provide the opportunity for us to clear things up for you and everyone else.įrom what I am reading, I believe that the issue is that the initial description on the Royalty-free Content License page is not as descriptive as the content found in the updated EULA. Because once your character is in iClone then you can use the mocap, all iClone animations, and all the animation tools found in iClone prior to re-exporting your character back to your favourite rendering tool.Īnd thank you for your question. In the iClone in Unity - thread, I posted the iClone to Unity Live Demo video that shows a similar process on importing and exporting character's to iClone. This will automatically retarget everything in the FBX file to be used properly back in Max. Then export your character, and motions as an FBX using the Target Tool Preset templates: You can choose to export using the 3DX Max preset inside. (convert your character to a non-standard iClone character.)ģ) Import your new converted character into iClone and start animating with the mocap plug-in.Ĥ) Once you are done animating - send your character and your new motions back to 3DXchange5. Inside 3DXchange you will be able to automatically characterize your avatar's rig to make it compatible with iClone. YES! You absolutely can, and the process is fairly simple >ġ) You grab your character and export it as an FBX from 3DS Max, or from any 3D tool.Ģ) Then you import your character's FBX file into 3DXchange5 PRO or Pipeline versions. Consolidate all your iClone motion data for Export.Intermediate Kinect Motion Refinement (Looping and Motion Layer Editing).Kinect Motion Capture refinement with iClone tools.Intro to Kinect Motion Capturing with iClone. ![]()
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