Update Edit Motion Layer + Timeline New Key Tracks
IClone character animation needs more pose-to-pose options and key-based fine-tuning.
For that to happen 1. The currently select-able bones need the rest of BASIC transform options. 2. The currently withheld bones need to be freed for quick access 3. Resulted animation keys need more than a single MISC key track.
This is a proposal of multiple CLOSELY RELATED features.
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Please update EDIT MOTION LAYER to have
- TRANSLATE & SCALE for character bones
- FACE bones access (sub-node pane via head icon or a button like Extended bones)
- MIRROR option for existing Extended Bones (also for Face Bones if added)
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Please update FACE LAYER to have SUBNODE KEY TRACKS
There are many face bones in typical realtime engine character head However Resulted face keys are rarely cramped onto a single Facial Layer key track like in iClone.
Time for iClone's Timeline to give human FACE parts equal importance as fingers and feet. Because the human eyes, cheek, mouth are more important than toe nails in the scheme of things.
Existing Motion Layers have key tracks per subnodes (L/R foot/fingers etc)
Proposed: Facial Layers to have key tracks per subnode.
Suggestion for Facial Layer sub-nodes:
- RL face muscle grouping convention: BrowEyelid, CheekNose, LipChin OR - 3 Regions: Upper, Middle, Lower face groups (user assigned in 3DX) OR - brow, eye, cheek, lip, jaw, tongue, ears (RL standardized, auto/custom assigned in 3DX)
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Please update EXTENDED BONES KEY TRACK
to have its own Rootnode>Extended bones, with sub key tracks
Extended bones serve to mitigate iClone's ongoing vertex animation shortcomings And useful in managing character wardrobe malfunctions Extended bones deserved better than to be dumped onto a single MISC Extended Bones key track (suggested: sub key tracks to be named and assigned in 3DX; otherwise a single key track)
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Thanks for considering this, and helping to make iClone a more intuitive and efficient character animation tool.
Thank you very much for your feedback.
This issue has been forwarded to our Marketing and Developer team。
It's related to iClone Motion Data Core and we will hold discussions about this topic.
will2power71
I'm with you. I believe that if it's a bone or a morph --no matter what the figure, you should have complete access to it. Even when it comes to contraints and keyframe editing. Locking everyone into the puppeteer controls is stunting creativity because you can't get the results that you want precisely the way that you want them.
pmaina
Essential. Voted.
VirtualMedia
For believable character animation this is a requirement to say the least.
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