Merge RL Bones
Merge RL Bones to the
Character
RL Bone is made just for
iClone which allows you to apply both motion and persona. May some of you might
ask. Can I use gBiped Skeletonh instead of gRL Bonesh? Actually
you will not be able to load the character, because iClone does not recognize CS
Bone System from 3Ds Max. Let us start from getting the RL Bones.
- Download RL Bones
right from
https://developer.reallusion.com/docs_ic.aspx#Plugin. You must become an
iClone Premium CCD Member before you can download the Max Template
file.
- Go to File >
Merge > Select
gFull_Template_Femaleh.
This template contains all of the geometric structures of the
G1 Character (also applies to G2 and G3 Characters). Check off all the
unnecessary gList Typesh.
![](Images/51.jpg)
- Maybe some of you
have realized that the material on the character has disappeared.
- No problem. Just
redirect the material path for your character. Go to gUtilitiesh in
the right side panel. Have gBitmap/Photometric Pathsh selected.
- Click gEdit
Resourcesh in the gPath Editor Sectionh to redirect your material
path.
- Merge RL Bones and
the Character in one single Scene.
Align RL Bones to the
Character
Alignment is an important
factor which may cause the character not to move properly. This may lead to mesh
crashing problems when animation is applied.
- Make sure Reference
Coordinate System is gLocalh; this allows the orientation of the
object to turn at the center of the selected body parts.
- Use the Pivot Point
Center
to align
both RL Bones and the Character.
![](Images/21.jpg)
- Scale and rotate the
RL Bone to match with the characterfs mesh.
- Align the root bone "LowerTorso" first then the child bones
![](Images/53.jpg)
- Only "LowerTorso" can be moved
- Don not rotate "LPelvis'" and
gRPelvis".
- Make sure the
positions of the body parts are well aligned.
![](Images/23.jpg)
Create Non-Standard Character
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