You can load a merged prop into exchange, and have access to the individual parts, then turn each part into a sub_object and you can work on these individual parts again in iClone.
Reply Quote SpiderTec SpiderTec Posted 7 Years Ago Distinguished Member
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I am trying to merge a tree into a dummy prop so I can use a bunch of them together to form an object but I can only "link" them and not "attach" them to get 1 or any of them to merge into an object to save as a prop . I get re-directed to the tree link section when attempting to attach the dummy prop and it wont allow me to attach so I can merge them at all.. am I missing a step to save a bunch into a prop ? where is the "merge" option for trees? why is there no "attach" option in the plants section? can they not be used as props and I also noticed absolutely no texture options when it comes to plants? what if I wanted to use my own leaves (video or jpeg) or bark? but my main focus is on making them into something like letters out of bushes and save as a prop.. I can always chroma-key the textures with other editing software, please help me try to go green and show me a direction I might be missing thanx
I am trying to merge a tree into a dummy prop so I can use a bunch of them together to form an object but I can only "link" them and not "attach" them to get 1 or any of them to merge into an object to save as a prop . I get re-directed to the tree link section when attempting to attach the dummy prop and it wont allow me to attach so I can merge them at all.. am I missing a step to save a bunch into a prop ? where is the "merge" option for trees? why is there no "attach" option in the plants section? can they not be used as props and I also noticed absolutely no texture options when it comes to plants? what if I wanted to use my own leaves (video or jpeg) or bark? but my main focus is on making them into something like letters out of bushes and save as a prop.. I can always chroma-key the textures with other editing software, please help me try to go green and show me a direction I might be missing thanx
matthew.cownie (5/23/2012)Hello,
I'm having a few wobbles saving custom props to the scene manager.
I've created a simple room (walls, windows, blinds and beds etc) and attached all objects to the floor.
When I then save this as a custom prop and try to use it in another project some prims aren't in their original position or no longer the same dimensions (reverting back to their original prim)
I've tried a very simple 6 prim test and in another project 3 of the walls change position and revert back to a cube.
In the orignal project everything is fine.
What am I doing wrong??!
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matthew.cownie (5/23/2012)colour (5/23/2012)It looks likeyou're trying toAdd a Project as a Custom Prop.IMO, It can't be done. IMO,the Customised Props need to be Added individually to Custom Props.
Anyone-else?
I'm definitely saving to the 'Props' (custom tab) folder and I can see the .iProp files in Windows Explorer.
There are a bunch of other props I've successfully saved along with stuff from 3DXChange.
Just to be clear, after saving the prop I closed the current project, opened a new one and tried to use the newly created item.
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iClone 5.0 and 5.5 released over 2011 and 2012 adding functions for motion capture, Human IK and a pipeline for importing and exporting FBX characters and props for use in game engines and other 3D production tools. Reallusion put emphasis on cross-compatibility with Unity, UDK, Autodesk 3D Studio Max, Maya, Z-brush, Allegorithmic, DAZ and Poser. The iClone Animation Pipeline became a trio of products: iClone PRO, 3DXchange for import, export and rigging, and the Mocap Device Plugin enabling real-time motion capture with the Microsoft Kinect for Windows and OpenNI sensor supported devices. The addition of HumanIK from Autodesk gave natural human motion to iClone and provided animation editing enhancement to generate better motions, foot & hand locking and reach targets for prop interaction. Animation generated with 5.0 and 5.5 could be exported for use external programs. Video game developers benefited from the iClone Animation Pipeline as a way to prepare custom actors for games with face and body animation ready to import into game projects. The iClone Animation Pipeline opened a portal for artists to access the Reallusion marketplace to acquire models, characters and motions for use in games and 3D development.
iClone 6.0 released in December 2014, offered a large amount of visual and performance improvements like improved soft cloth physics simulation, object-oriented constraints, a new lighting system with the possibility for infinite lights instead of the previous 8 light system, light props, support for Allegorithmic's procedurally generated materials, and ultra realistic rendering with iClone's Indigo plug-in allowing users to raytrace their projects in Indigo RT for photo realistic results. This new iClone iteration was designed to allow for easy, future plug-in compatibility with other programs and applications. iClone 6.0 came updated for DirectX 11 bringing with it tessellation effects to add real-time geometric details to models, real-time surface smoothing to improve the appearance of objects and characters with more details and higher quality. Later iClone 6.02 was offered in a DirectX 9 version for legacy users that could not immediately upgrade to DirectX 11.[6]
Besides being used as a 3D moviemaking tool, iClone is also a platform for video game development and previsualization allowing users to import and export content such as characters, props and animation data with external 3D tools like Unreal Engine, Unity, Autodesk Maya, 3ds Max, Blender, ZBrush, Poser and many others through popular industry file formats like FBX, OBJ and BVH.
Prop Transfer & Skin Bone Animation
Not only static props can be directly transferred from iClone to Unreal, props with skin bone animation can also Live Link to Unreal in realtime.
Update in iClone 7.8: SSS Shader for Accessories & Props
SSS shaders are enabled in iClone 7.8 for both props and accessories. You can find a new SSS Material Library which provides many translucent rendering such as jelly, glass, skin or soft plastics. Those SSS effects are also transferrable to Unreal Engine.
By using the workaround of characterizing your ZBrush props with a bone structure, you can now use the facial puppet tools inside iClone to morph blend shapes and create real-time prop morphing animations! This tutorial will take you through the process of attaching a bone structure dummy to your ZBrush prop, bringing it into 3DXchange, and finally importing various blend shapes and assigning them to a custom puppet profile.
Through 3DXchange, iClone can import and prepare a huge amount of 3D props and motions available on the Internet, imported from other 3D apps or captured with Mocap. Any 3DS, FBX or OBJ standard model can be converted in an iClone prop, as well as the BVH motion files can be applied to the iClone characters.
In addition, all the free Sketchup models of 3D Warehouse also can be imported directly into iClone.
iClone goes even further, offering a lot of interesting features like: PBR materials that provide an extremely realistic aspect to standard props; a physics engine that allows the rigid models to interact between them in a very natural way; or soft cloth physics that adds extra realism to the scenes, simulating the movements of the clothes, while interacting with the wind, the rigid props or the characters.
You can also use the real footage in iClone as background. It helps to place the characters and props and adjust the correct light and camera view. The render obtained from iClone can then be used as a compositing layer in HitFilm with very few adjustments.
The contest video (www.youtube.com/watch?v=HxKSS_BBPBg), which shows what can be done with iClone, is impressive, but probably quite intimidating for people new to 3D animation. That being said, iClone (www.reallusion.com/iclone/event/2015-contest/index.html) is an easy way to get into "serious" 3D animation without requiring prior experience. iClone lets the beginning animator avoid the typical CGI modeling hassles and get on with the fun part. iClone ships with a massive content library, much of which is further customizable.
iClone ships with plenty of props for assembling scenery and environments, but maybe you want to avoid using the built-in stock content. Once again, visit the Reallusion Marketplace to find hundreds of inexpensive or free props made by the community.
iClone also features an array of physically based tools and props. The content library includes building construction elements that will break apart when struck, and iClone provides a physics-based simulator so that you can create reasonably accurate cloth effects, and soft and rigid physics effects.
iClone features numerous tools and operations that help users create high-quality assets and animations with speed and efficiency, and processes are aided by influential features, including IBL and PBR. The software offers numerous pipelines to 3D tools and game engines, allowing users to import and export rigged 3D characters, camera scenes, props, assets, and motions. Numerous plug-ins are also available thanks to partnerships with powerful and industry-leading technologies.
Although iClone offers numerous features for artists, users have noted that the software is surprisingly straightforward to use effectively. The supply of supporting material is incredibly beneficial to users, making the learning journey enjoyable and prosperous. iClone offers access to on-demand content, including motions, accessories, props, and 'ready-to-animate' characters. These have been created by branded content partners and featured artists, classified as community assets for iClone users.
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