The Body Structure of G5 Character
In this section, you will learn about the structure of the G5 (Generation 5) characters.
This section will provide you with all the information you will need in order to assist you in creating your own customized character with minimal difficulty.
You will also learn about floor contact, and why it is important in designing your character.
By defining the floor contact, you will be able to utilize the foot and hand contact features in iClone 5.
When you have designed a new character, you can use the Reallusion 3dsMax2010 Plug-in to convert custom characters
into iClone-compatible characters.
This section includes:
The Bone Structure of a G5 Character
Reallusion provides you a G5 character template that can be
modified and edited within 3ds Max 2010.
The template is constructed using the Standard Bones of 3ds Max.
For the first time, 100% scaled G5 characters can be imported and exported to other
3D editing tools in FBX format with more complete data.
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The bone structure layout of a G5 character
(Standard Bone)
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The bone structure layout of a G3 character
(Mesh-based Bone)
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The spine of a G5 character is divided into three pieces, while the one for G3 characters is dissected into two pieces.
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Rib bones, named with suffix "Ribs" or "RibsTwist", are added for
simulating breathing motions. This is done by rotating the *_Ribs bones to trigger the
movement of the *_RibsTwist bones in order to produce repetitive inhaling and exhaling motions.
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Still another group of bones named with suffix "Abdominal" and "Hip0" are
available for creating more detailed belly and hip movement.
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Click here to view the G5 character hierarchy list. (Jpeg image).
Types of Bones
The G5 skeleton and its hierarchy are unique. The individual bones within this structure may have different purposes, and the usage of
these individual bones are also different.
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Base Bone: The bones of this type are for motion creation. All the character motions result from triggering these types of bones. You
can also apply motions to these bones to verify whether or not a motion is correct.
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Twist Bone (suffix with "Twist" + number): These types of bones are for skinning, rigging and rolling. It is highly recommended that
you DO NOT directly manipulate and edit this kind of bone, because it may destroy the structure of the skeleton if you do so.
G5 character bones
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Base bones
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Twist bones
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The Definition of Floor Contact
The G5 skeleton contains Floor-Contact markers around the hands and feet so that the Hand Contact and Foot Contact features can be enabled.
iClone 5.
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Floor-contact markers and the planes they form
Please click the links below to view the names of the individual markers:
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The planes that are formed by the markers:
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The RL_R/L_Hand_Acc_Pivot is the dummy location for grabbing things, please put it in the center of the palm.
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Six markers around one hand or foot form two planes.
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The planes at the front affect the toes or fingers; while the rear planes affect the palms or soles.
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The hinges of the planes are as shown below:
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The hinges of the front planes
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The hinges of the rear planes
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The planes rotates as soon as it contacts the floor, which drive the fingers and toes to rotate as well.
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The middle markers must be placed right under where the finger or toe roots bend and
be snapped to the body meshes; while the rear markers must be put beneath the
wrists or heels and be snapped to the body meshes as well.
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If your character has individual and articulated fingers and toes controlled by Human IK, then you should consider also setting up the toe and finger contacts.