If you do not wish to create a bone-skinned character with 3ds Max, Maya or other similar 3D modeling tools then you can create character-like hierarchies in iClone with Props, and then convert them into Non-Standard characters for use in iClone.
The pivots of the head, upper body and the hands. |
The pivots of the feet and the hip. |
Note: |
Please note that the pivots of the props that compose the legs MUST be vertically aligned; while the pivots of the props that compose the hands MUST be horizontally aligned. |
Attach the hand to the forearm. |
Attach the forearm group to the upper arm. |
Attach the foot to the calf. |
Attach the calf group to the thigh. |
Attach the hand groups and the head to the upper body. |
Attach the leg groups to the hip. |
In the previous section, the structure can be already converted into a character, theoretically. However, if you wish for the character to have more sophisticated motions, then you need to add more props to the character-like structure to form the neck bones, spine bones and finger bones.
If you do not want to have these motions, then skip this section.
You might divide the single upper body prop up to ten spine-bone props with shoulder bones, and then divide the head prop up to ten neck-bones and head props.
Spine-bone props and collar-bone props
- Attach the hand groups to the collar props (10 and 11).
- Attach the collar props to the highest spine-bone prop. In this case, the Spine 9.
- Attach the higher spine-bone prop to the prop right under it. In this case, the Spine 9 is attached to the Spine 8, the Spine 8 is attached to the Spine 7 and so on.
- Attach the spine-bone prop with lowest number to the hip prop. In this case, the Spine 0.
Neck-bone props and head prop
- Attach the head prop to the highest neck-bone prop. In this case, the Neck 9.
- Attach the higher neck-bone prop to the prop right under it. In this case, the Neck 9 is attached to the Neck 8, the Neck 8 is attached to the Neck 7 and so on.
- Attach the neck-bone prop with lowest number to the highest spine-bone prop. In this case, the Spine 9.
In order to have the custom character act hand gestures and motions in iClone, you need to construct finger-like structures.
Finger-like prop structure
Attach from tips to knuckles
Note:
- After you load the structure into 3DXchange, the bones' length will be measured in accordance with the distances between the pivots of two adjacent props. However, because there are no props at the fingertips, the lengths of the fingertip bones cannot be determined by 3DXchange.
- Basically, even if the lengths of the fingertips are unknown, the gestures and animations of the hand will still work fine. Nevertheless, once the character's animation involves Hand Contact with the terrain, then the fingertips will probably penetrate the ground since the lengths of the bones are left undetermined.
- You may attach more props to the fingertip props to use their pivots to determine the lengths of the fingertips. Please refer to the Mapping Finger Bones and The Regulations for the Contact Planes sections for more information.
The custom prop, with character-like structure, is now ready to be loaded into 3DXchange and be converted into a Non-Standard Human Character.
The converted non-standard human character with motion applied in iClone. |