There are 4 files contained in this folder:3. Put IMGRT.dll in 3ds Max installation folder, the same place where 3dsmax.exe is located.
Profile_Human_Full.prf
Profile_Human_Gesture.prf
RLBoneFullG1.VNS
RLBoneGesture.vns
For selecting file types, assigning the file name and the destination folder. There are also options for data optimization, exporting Character Studio BIP animations and hand gestures. See Optimization and Character Studio session for more details.Information group:
This is where you can mark your work. This author information will be embedded into the content file for later retrieving .Thumbnail group:
Auto Generate: Use a default image as the thumbnail.Texture Size group:
Assign Thumbnail Images: Specify a thumbnail image to be used within iClone to identify your content.
No Limit: Allow the texture to be whatever size you have created.File Type Specific Option:
Maximum Texture Size: Limit the maximum size of the texture maps you have placed on the objects.
File type can expand to show some specific files. They are content types which may have animations, including "Character Animation", "Non-Human Character", "Accessory" and "Props". See Animation session for more details.
iClone3 supports G1, G2 and the newest G3 characters. These Standard Characters are created by the production pipeline and specific rules and are full-featured. You can apply motions, facial animations, switch body parts, modify head shapes, assign Personas to iClone Standard Characters. Please refer to the white paper ¡§Creating and Exporting Characters for iClone¡¨ chapter for more details on character creation.None-Standard Character:
They are character models skinned to RL bones but not following the production pipeline completely. Non-Standard Characters have limited features.
The following table lists the available features of different type of iClone3 Characters.
¡@ Standard Character Non-Standard Character Non-Human Character Persona ¡³ ¡³ ¡³ Adjust Proportion ¡³ ¡³ ¡³ Apply Motion ¡³ ¡³ ¡³ Edit Motion ¡³ ¡³ ¡³ Body Part Switch ¡³ ¡@ ¡@ Add Accessory ¡³ ¡³ ¡³ Edit Face ¡³ ¡@ ¡@ Facial Animation ¡³ ¡@ ¡@ Hand Gesture ¡³ ¡³ ¡@ Skin Texture ¡³ ¡@ ¡@ Cloth Texture ¡³ ¡@ ¡@
NEW Character Animation
Now you can create character animation in 3ds Max then export the animation as iClone3 Motion clip.
The skeleton to be animated can be either RL Bones or Character Studio Bip Skeleton. Since Bip Skeleton is well rigged and easier to animate, we recommend you use it to create iClone Motion. See Character Studio session for more details
Accessory
None-Human Characters are characters that skinned to any skeletons or bones other than iClone standard RL Bones. The skeletons can be constructed with hierarchical mesh models, standard bone system or dummies, in any bone structure like a horse, a bird or even a dragon. See None-Human Character session for more details.
An accessory can be attached to any bones of an iClone Character and saved with the character as part of the outfit. The mesh models and animations can be exported with the exporter.
In addition to the still Props & LiveProps in iClone2, the new iProps (interactive Props) are introduced in iClone3. iProps are props that have interactive behaviors, like doors can open, chairs to be sat on, or cars to that can be gotten into and driven. Similar how Persona defines the character behaviors, the interactivities of iProps are defined with Dramascript.NEW Terrain
Please visit iCloneWiki to know about iProps and Dramascript.
3D Scenes in iClone2 are now separated into two types of contents: Terrain and Sky. iClone3 Terrains are special mesh surfaces which characters can walk on, props can move along, trees & grass can be planted on. You may assign a simpler model as a ¡§bounding mesh¡¨ for a complex terrain to help speed up the rendering performance. Bounding meshes can also be used to define the impenetratable wall in a scene like shown in the following figures. See Bounding Mesh session for more details.NEW Sky
iClone3 Skies are domes or hemisphere models enclosing the whole scene. Skies have their special setting related to lighting and fog effects.
See Sky session for more details.
You can create custom head morph models by editing the shape of the head base model.¡@
See Head Morph session for more details.
Material Type | Basic Parameters | Maps |
Standard Material Multi/Sub-Object Blend Material (4 maximum) ¡@ |
Ambient Color Diffuse Color Specular Color Self Illumination Opacity Specular Level Glossiness 2-sided |
Diffuse Color NEW Specular Level Glossiness (for Glow effect) Opacity Bump/Normal Reflection Multiple Map Channel (4 maximum) |
In the image below, the corresponding settings in 3ds Max Material Editor are highlighted.
¡@
Type |
Parameter |
Transform Animation |
Rotation |
Translate |
|
Scale |
|
NEW
Material Animation
|
Ambient color |
Diffuse color |
|
Specular color |
|
Shininess |
|
Shininess strength |
|
Self Illumination |
|
Opacity |
|
Opacity falloff |
|
Map Amount |
|
UVW
Map Animation |
UVW Data |
Sample Rate: Set the sample interval for sampling animation keys. The more the interval frames, the less key will be sampled for difference analysis. Threshold: Set threshold value for R (Rotation), T (Translation), S (Scale) and P (other Parameters, like material animation keys) difference analysis. The larger the threshold value, the less key will be reserved. Setting the threshold 0 will remove only the keys along linear animation curves and preserve the animation result.¡@
[Bone] RootName=RootBone // The name of the character root bone LengthBone = 0 // Define the bone axis, 0 = X, 1 = Y, 2 = Z [IKTypeMap] // Define Types of IK control RootBone=1,0 // For the root bone and fixed bones, give the value 1,0 Pelvis=1,0 Spine01=1,7 // For the other animatable bones, give the value 1,7 ... [IKConstraint] // Set rotation constrain for the bones. This setting takes effect when the "Constrain" option in iClone3 Edit Motion Layer panel is on. Bip01=(0,0)(0,0)(0,0) // The format is: Bone Name = (X min. angle, X max. angle)(Y min. angle, Y max. angle)(Z min. angle, Z max. angle) Pelvis=(-5,5)(0,0)(-5,5) // The initial angles of the constrains are the bone angles of the skin pose of the character Spine01=(-10,10)(-60,60)(-40,40) ... [MirrorBone] // Define the opposite bones so the "Mirror" option can take effect while editing motion layer. L Clavicle=R Clavicle L UpperArm=R UpperArm L Forearm=R Forearm L Hand=R Hand |
Object Name_BoundingmeshFor example, the bounding mesh model of an object name "Terrain" should be name "Terrain_Boundingmesh"