![]() ![]() iClone 3DXChange preps models to characterize their skin-bone actor with the HumanIK bone map interface enabling the skeleton to animate in iClone. Utilize iClone's universal character facial and body animation features with your own 3D character creation from Maya, Max or other tools. With the minimal learning curve, you will see actors quickly develop their performance with animation puppeteering, motion blending, motion capture and most important of all the ability to create great animation from scratch assisted with HumanIK. To achieve the highest-level animation result, iClone gives you the powerful option to Bake Constraints, through which you can add realistic toe-to-ground foot contact, hand reach, retarget motion, head look-at, motion path constraint, and realistic spring physics animations. ![]() IClone provides a full range of character animation tools include Automatic lip-sync, Facial Puppet, Motion Layer Editor, MixMove seamless motion generator, Motion Puppet, and thousands of mocap motion clips timeline editing. In addition to the built-in 3D character bases included with iClone, users freely import DAZ Genesis characters, HumanIK-based character builds from Maya and MotionBuilder, or Biped character from 3dsMax. Projects requiring imaginative cartoon characters are also achievable without the need to spend an exhaustive amount of time custom-modeling actors by browsing through the component-based Avatar Toolkit that mixes and matches unlimited creature designs from libraries of creature looks, body parts and accessories. Dress actors with CloneCloth wardrobe design offering a library of base models to fit a myriad of actor styles. Fine-tune actor appearances of photo-based actors with deformation tools for the head shape or body scale. Developing a custom cast of actors is easy to master for all skill levels by generating unique talking humans from any photo. IClone provides the tools and character base rigs for those with or without a hefty 3D modeling background. Prepare your actor, animate and share results in a matter of hours, instead of days or weeks. Import actor models as FBX to characterize in iClone and take immediate control of every aspect of creating the actor's performance using iClone's intuitive lip-sync, facial animation, puppeteering and Human IK motion-editing. A high degree of character modeling and rigging skills is necessary, design of custom scripted controls and animating the character from head to toe is a time-consuming challenge that leaves most 3D tool users without the option to incorporate 3D characters into projects within a short amount of time.Īnimation with iClone: The release of iClone 5.5 Pipeline empowers 3D pros to re-imagine the production process while keeping their own pipeline intact, freeing the artist to quickly achieve animation results. The creation process to bring these heroes, villains and even the most delicate characters to life as believable actors has forever required artists or a team of artists to invest weeks, months and in some cases years to bring it all together. The latest edition of the iClone Animation Pipeline can be experienced first-hand at SIGGRAPH 2013, July 23-25, booth #771.Īnimation the Old Way: 3D characters play the crucial role of leading us through stories, interactions in games, CG movies and interactive, real-time environments. The universal character rig supports importing any custom 3D character to animate with a vast toolset of dynamic facial puppeteering, lip-sync and HumanIK-enhanced motion creation. Once requiring a team of animators and weeks of work to bring characters to life, animation pros are now able to accomplish their goals in a matter of days and with minimal production staff by using the iClone Animation Pipeline. Generate 3D talking-character animation in a fraction of the time with iClone Pipeline, July 23-25, Booth #771ĪNAHEIM, CA, July 23, 2013 - Reallusion (developers of award-winning facial animation and 3D real-time software, today announced the latest edition of iClone Animation Pipeline, which now includes the first universal facial control system for any 3D character. ![]()
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