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Delena reallusion iclone
Delena reallusion iclone









delena reallusion iclone

In early 2021, Reallusion introduced the Blender Character Pipeline, a streamlined workflow between iClone, Character Creator and Blender. Major products include Character Creator (CC) for character creation, iClone (iC) for facial and body animation, and ActorCore an asset store dedicated to scan-quality characters and AAA mocap animations.

delena reallusion iclone

#Delena reallusion iclone software

I will continue exploring iClone animation more, including facial animation, soon.Founded in 2000, Reallusion software simplifies character creation and animation like nothing before. The only way to get the facial animation is exporting from iClone, using the 3DXchange pipeline. All the exported animations can be then imported into UE4 just fine, but this will only include body animation (no facial animation). If you open Character Creator, and open your character, you can then set the options to only export motion, and add all your iClone motion files to the export list. You can also use Character Creator to batch-export animations into UE4. The iClone timeline has start and end markers, so you can tell iClone where the saved animation should start, which is useful if you just want to save part of your animation.Īs you know from my previous article, when you export animation from iClone into UE4, it includes the facial animation. When you finish the animation (body and face), you can save it to your library for reuse. Gestures work like motions, as they are added to your timeline as tracks, and you can add keyframes to modify the overall gesture. These can be a quick way to make your character switch from one gesture to another. IClone’s library includes hand gestures as well. If anything, I think it makes things more streamlined and easier to track. Coming from Maya, I am used to being able to animate the different morphs separately, but I don’t think having a global keyframe is an issue here, because, in iClone, you are animating facial poses, not morphs. Here, the face is animated “as a whole”, though, so you can’t display keyframes for the brows or the lips separately. Just like when animating the body, when you animate the face and change the pose, a keyframe is created. For example, the facial expressions track is hidden, but you can show it. The animation timeline can display the different tracks for your animation, but some of them are hidden by default. This is useful when you are animating the “follow-through”, to add a more natural feel to the animation (for example, if your character turns to the side, and you delay the head so it feels like different body parts hit the pose at different times). However, if you want to offset bodyparts, you can manually move them along the timeline. iClone uses auto-key animation, and keys are created on all body parts whenever you move the character.

delena reallusion iclone

You can use the animations from the library, but you can also create your own ones from scratch. So, if you rotate the upper chest, the lower chest and even the hips will react to that rotation. When you move a body part, the entire body reacts accordingly. iClone’s humanoid rigs are basically the same. You may know I usually animate with HumanIK in Maya, since it provides a very natural-moving humanoid rig. Since I don’t have any kind of motion capture device, I will focus just on keyframes (I will leave puppeteering for later). You can produce animations using keyframes, puppeteering, and motion capture. This time we are going to take a closer look at animation in iClone.











Delena reallusion iclone