Save the settings as a Characterization Profile to reuse later. If you are satisfied with the motion results, then enter the Characterization mode and Step 5: Saving Characterization Profile and Export Repeat the steps until the motion results appear to be correct. Rotate the collar bones to align to the motion. The motion shrugs the character's shoulders in iClone. If the character shows some motion flaws, such as shrugged shoulders, then you need to adjust the T-pose in 3DXchange.
Go to the Animation section, select the motion in the Motion Library section.Ĭlick the Apply to iClone button to apply the selected motion and preview the Motion bone structure is governed under theĬlick the Convert button to exit the Convert to Non-Standard mode. Please note that you must always map the bones instead of the mesh nodes with suffix name _AutoMeshĪfter finishing with the mapping, enable the Active checkbox so that the Mesh nodes with a suffix name _AutoMesh as visual dummies to In order to show the character structure, 3DXchange adds in When you load a motion file which only contains bone relation without mesh data (The dummy image of the bone structure on the right side of the application is the RL Bone - Reallusion Bone Structure). In the Bone Mapping tab, manually map at least 15 basic bones of the Standard Character Bones to the corresponding bones Only need to select a prepared profile with completed mapping results to If you know the 3D source tools from where your motions were created, then you Mapping the custom bones to the standard bones so that when the motion isĪpplied, the character is triggered to act by the standard bones to which Step 3: Mapping Motion Bones to Reallusion Human BonesĬonverting a custom motion to an iMotion in 3DXchange is actually If the motion does not start with a T Pose, then you need toĮach bone by using the controls in the Bone Property section. Motions from Custom Bone-rigging 3D Tools
Only need to select a prepared profile with a completed T-pose for the motion. If you know the 3D source tools from where you get your motions, then you Motions from Standard Bone-rigging 3D Tools The body parts once you apply these motions. The Modify page will instantly change to characterization mode.īecause all iClone motions (*.iMotion) are based on a T-Pose, then you mustĪdjust the motion's pose to a T-Pose so that you will not encounter any offset issues in Go to the Character section of the Modify panel.Ĭlick the Convert to Non-Standard button to enter the Please not that you Must Not use the Align to Ground,Īlign to Center or Reset Transform button to change the position of the motion. Motion will be relocated to the center of the world. If the file contains no character mesh, thenģDXchange will apply a stick character for observation.Īdjust the X, Y, Z values in the Transform section so that the Load a character motion file in the formats described above by drag-and-dropping the file directly into the 3D viewer. Step 1: Preparing Motions and Entering Characterization Mode Standard or non-standard human character in iClone. After the conversion, the motions can be applied to every To do this, you first need to convert the motions via 3DXchangeīefore using them in iClone. iMotionĬheck also: Action Motion Pack for iClone and iClone Communication MixMoves Body MotionsĬonverting a Human Motion to an iClone iMotionĪlthough there are plenty of human motions embedded in iClone, you may sometimes need to apply with the variety of Kung-Fu fighting motions including ( punching, kicking and elbowing as well as combo Kung Fu fighting) in iClone format. The motions are suitable to be used in a fighting film or a Kung-Fu demonstration video. Iclone motion pack free download, Kung-Fu iMotion files including punching, kicking.