Update DIRECT PUPPET to include Extended & Face Bones
Frequently, after the tedium of character rigging, export/ import/ retarget in "pipeline pro" 3DXchange, new users are shocked to find out most character's bones are inaccessible within iClone for animation or fine-tuning.
A simple, continuous, relatively easy to implement solution for a fundamental weakness:
Enabling Direct Puppet to animate extended bones and face bones of characters.
Extended bones is already switched on for Edit Motion Layers. Please switch it on for Direct Puppet.
Design suggestion:
Extended Bones accessed by button, same as Edit Motion Layer.
Face Bones accessed - by button same as Edit Motion Layer OR - by double clicking on Head icon - by a new Face Direct Puppet button under Modify>Face section
MIRROR option is essential for Extended and Face bones with left and right sub-nodes.
(This request is compatible with existing requests issue 287 and 288)
Please help make iClone a more intuitive and efficient character animation tool for novice and pros. Thank you.
I very much agree with this in every way. If it's a bone on your figure, you should have access to it --complete access to it, especially if it's a character that you import. I would even go one further and say that the extended bones of the face are due for an overhaul as well now that we've seen the kind of flexibility you can have with a Genesis 3 Character and their facial bones. Give us access to all the bones on our models including the ability to parent or constrain them as we see fit. Stop cutting us off from the capability of our models.
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