Special Note on Body FBX Export (New for 5.5)
Non-standard Character with Altered Body Proportions
If you adjust the body proportion of a non-standard character in iClone, after the
character is exported as an FBX file via 3DXchange, the character's mesh will often demonstrate serious offset from the bone structure in other 3D tools,
especially the hands.
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The initial look of a non-standard character, and the new look after body proportion is adjusted
in iClone.
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The look in Maya after the character is exported
in FBX via 3DXchange.
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Correct Workflow for Adjusting the Body Proportion of a Non-standard
Character
If you wish to adjust your character's body proportions, instead of
utilizing the Avatar Proportion feature in iClone, it is
highly recommended that you do it in your favorite 3D tools, such as
Maya or 3ds Max.
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Send the character from iClone to 3DXchange in its initial size (Do not change its look via the Avatar Proportion feature).
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Export the character into FBX format in 3DXchange.
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Load the character into your favorite 3D tool (in this case, Maya).
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Select the bone root and click the right mouse button.
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Choose the Select Hierarchy command to select the entire bone structure.
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Execute the Window >> General Editor >> Attribute Spread Sheet command to show the corresponding panel.
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Turn off the Segment Scale Compensate by keying "0" to the column for each and every bone joint in
the Attribute Spread Sheet panel.
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Freely scale the parent or root bones and resize to change the body trunk or limbs
to ideal sizes.