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.
Prepare a biped character mesh.
Apply the CS bone (you may optionally append more bones to the CS bone; however, these bones may not
always be available in iClone).
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.
Adjust the character to a T-pose.
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.
Transform meshes to build up a character shape.
Select all meshes and switch to the Utilities tab in the Command panel.
Click the Reset XForm button to initialize the size of all meshes.
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.