Votes
1
Product:
iClone 8
Version:
8.02
Status:
Active
Issue 8751
Essential: Multi-Body part Characterization Bone Preset Switching for Mocap, Edit Motion Layer, Motion Correction, Puppet Motion
We can already create Presets in CC4, but we just need to be able to access those presets at Puppet & Edit Motion and Mocap time. These custom presets would need to be saved with the Character in CC4 and available to users in IC8 to be able to switch to any parts (Custom Presets) at any time. This would be one of the greatest moves for CC4 & iClone if we can make it work! In my HIK Creature Base character that will be available in the marketplace for anyone to modify, I've duplicated the CC hand Hierarchy and arms as well, which specific parts combined would be a "Characterization Preset" that can have different body part configurations to access in iC8:

Preset1 Main Head+ Main Arms + Main Legs + Main Hands -Or Labeled as Default
Preset2 Main Head + Main Legs + ArmSet2 + Main Hands -Labeled as MH, ML, AS2, MH etc
Preset2 Main Legs + ArmSet2 + HandSet2
Preset3 Main Legs + ArmsSet3
Preset3 LegSet2 + Head2 + ArmSet3 + HandSet4
etc

While Editing on particular tracks in the timeline (in the future but maybe not needed right away) could identify the armset, handset etc and correspondingly switch to in the Edit Motion Layer etc if it's open.

This would certainly make any kind of creature fully mocap capable utilizing all bones.
OS: Windows 10
Attachment:
  • Edit Motion Layer Presets.png
  • CC4 HIK Multi Part.png
  •  7
  •  709
Submitted byAscensi
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COMMENTS (7)
Ascensi
Correct link to: Characterization-for-quadruped-or-any-other-custom-character-Potential-Solution
https://www.reallusion.com/FeedBackTracker/Issue/Characterization-for-quadruped-or-any-other-custom-character-Potential-Solution
Ascensi
Further realization and benefit of this concept can help make the concept of characterization for Quadrupeds and other multi-body part characters possible and simplified through generating 360 rotatable thumbnail snapshots based off saved preset creations and auto detected duplicated bone hierarchies marked as subsets to be later used as IK and accessible in Edit Motion Layer etc https://www.reallusion.com/FeedBackTracker/Issue/Characterization-for-quadruped-or-any-other-custom-character-Potential-Solution.
Ascensi
If Sets are identical, for example hands, legs or arms etc  it would be additionally beneficial to have sync "All", "Left or "Right" so later we just offset the keys if we need to make them operate more organically.
Ascensi
Summery of work needed to be done

1. CC4 - needs to be able to save the custom HIK Characterization presets with the character for use in  iC8
2. IC8 - needs to detect and Identify the character to the user as a "multi-part character" visible in any Window such as Motion Puppet, Motion Correction, Edit Motion Layer, Live Motion for Mocap and have drop down fields of the main Preset and then additionally allow the user to select body part subsets. The user would likely need to identify additional body parts as a subset in CC4. 
3. IC8 - when a user click the subset in the timeline, the timeline probably would need to detect that it is a subset and these subsets could automatically have their own Animation layer by default so they can be toggled on or off to keep simplicity if needed. 
4. A new definition and logo may be needed in the Marketplace to let users know it's HIK+ (Multi-Body Part) as selling feature.
Ascensi
People may question "well the hands and arms are not in a t-pose how will that work?"  From my experience, the T or A pose is to set a standard of Biped based animations and as long as you have the first arm/leg set in a t or a -pose biped animations should look similar but really this isn't essential unless you need the animations to look more human/upright etc  When you don't cater to  the T or A pose form for retargeting on a unique character it's perfectly fine, it's as if the body is just offset to that position but you might need to make some adjustments later using Edit Motion layer or Motion Correction or compensate the offset position of your arms, legs etc in your live acting.
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