I Clone 7
I Clone 7
I Clone 7
Table of Contents
iClone 7 User Manual 34
Main Menu - File 35
Main Menu - Edit 37
Main Menu - Create 40
Main Menu - Modify 42
Main Menu - Animation 44
Main Menu - Render 46
Main Menu - View 47
Main Menu - Window 48
Main Menu - Plugins 50
Main Menu - Help 51
Knowing the Environment – Docking Areas 53
Dockable Areas 53
Benefits of Docking Panels 54
Project Toolbar 56
General Toolbar 57
Aligning Objects 58
Aligning Objects 58
Uniform Spacing Objects 59
Aligning 3D Entity to Target Object 60
Using "Align to" Feature 60
Aligning 3D Entity to Center of Another Object 61
Global Illumination (GI) Toolbar (New for V7.0) 62
Camera Toolbar 63
Physics Toolbar 64
Timeline Panel 65
Timeline Operation - Basic 66
Basic Timeline Operation 66
Timeline Operation - Advanced 68
Advanced Timeline Operation 68
Modify Panel 69
Setting Parameter Value 70
Dragging Sliders 70
Clicking Arrow Buttons 70
Typing into Numeric Fields 70
Utilizing Transform Tools 70
Content Manager 71
Scene Manager 74
Project Settings Panel 78
Color Management Section 80
Mode 80
PBR Environment Setup 80
Time Unit Section 81
Total Frames 81
Play Mode 81
Time Mode 81
Time Unit 81
iClone 7 User Manual - 2
Display Section 82
Dummy Object (Ctrl + D) 82
Aux Light 82
Visual Settings Section (New for v7.0) 83
Voxel Mode 83
Broad Color Gamut 83
Light Flickering Restraint 83
Global Sound Settings Section 84
Voice Volume 84
Music Volume 84
Global Physics Settings Section 85
Simulation 85
Rigid Body 85
Soft Cloth 85
Gravity 85
World Scale 85
2D Background Section 86
Background Color 86
Activate Image 86
Using Video as 2D Background 86
External Image Path 86
Info Section 87
Length 87
Scene Totals 87
External Files 87
Visual Settings Panel 88
Render Panel 89
Preference Panel 90
Control Section 91
Snap to Grid 91
Snap to Model 91
Transform Gizmo 91
Auto-play Motion Clip After Apply 91
Timeline Audio Scrubbing 91
Confine Face Puppet Area to 3D Viewport 91
Quick Thumbnail Generation 92
Zoom to Mouse Position 92
Angle Snap 92
Compression 92
Grid Section 93
Show Grid 93
Grid Color 93
Grid Spacing 93
Grid Size 93
Display Section 94
Info 94
World Axis 94
Message Panel 94
External Texture Section (New for V7.2) 95
External Texture 95
Real-time Render Options Section (New for V7.1) 96
l Import... (Ctrl + I): To import certain assets with supported file format.
The supported formats for import are:
l Audio: (*.mp3, *.wav)
l Avatar: (*.iAvatar)
l Effect: (*.iAtm, *.iEffect, *.iImageLayer, *.iLight, *.iParticle)
l Image: (*.bmp, *.exr, *.gif, *.hdr, *.jpg, *.png, *.tga)
l Object: (*.iCam, *.iFog, *.iGrass, *.iPath, *.iProp, *.iScene, *.iSky, *.iTerrain, *.iTree, *.iWater)
l Part: (*.iAcc)
l Video: (*.asf, *.asx, *.avi, *.flv, *.mov, *.mp4, *.mpe, *.mpeg, *.mpg, *.rm, *.rmvb, *.wm, *.wmv)
The additional files for characters are:
l CT: (*.CLP, *.CTS)
l Motion: (*.aml, *.iHand, *.iMotion, *.iMotionPlus, *.iPersona, *.iTalk, *rlMotion, *rlTalk)
l Part: (*.iAcc, *.iCloth, *.iEye, *.iFace, *.iGlove, *.iHair, *.iLower, *.iOral, *.iShoe, *.iTeeth,
*.RLHead, *.iSkin, *.iUpper)
l Import Camera (New for v7.0): To import camera settings and animations from other 3D tools
in FBX format.
l Align Object: This command aligns objects such as props, accessories and trees in an aligned
position. You may also space objects within a fixed distance. This is useful when you need to re-
locate scattered objects in order.
l Align to (Ctrl + L): This command align and snap a 3D entity to another targeted object without
moving the object.
Link This item contains a sub-menu with two features.
l Link: This command sets a key or keys to connect one or more objects to another.
l Unlink: This command sets a key or keys to disconnect one or more objects that have been
linked together.
Attach This item contains a sub-menu in which two features exist.
Visible This command sets a key or keys to show or hide one or more 3D objects.
l Auto Level: This command keeps the camera up-right (Z-up) when you rotate it.
l Smooth Movement: This command curves the camera's linear panning path that is generated
by different transforming keys.
Terrain Snap This item contains a sub-menu with three features.
l Snap to Terrain: This command forces 3D objects to be align on the ground, even if it is manu-
ally moved.
Hide Teeth This command hides the teeth in order to reveal the tongue. It is only enabled after the Open Mouth
command is executed.
Conform This command opens the Conform Clothing panel in order to best fit the selected cloths to the char-
acter wearing them.
Real-time This command basically tessellates a prop with low polygons into a prop with 3-time-higher polygons.
Smooth
Project Settings... This command displays the Project Settings panel for you to adjust the Time Unit, Global Sound
(Ctrl + Shift + P) Settings, Global Physics Settings, 2D Background and shows the Information about the current
project.
Preference This command displays the Preference panel in which you may adjust the authoring environment of
(Ctrl + P) iClone to your customized one.
Primitive Shape This item contains a sub-menu for creating props of basic shapes so that you do not need to search
for them in the 3D Blocks libraries.
Surface This item contains a sub-menu for creating space props so that you do not need to search for them in
the 3D Space libraries.
Particle This item contains a sub-menu for creating basic particles so that you do not need to search for them
in the Particle relevant libraries.
Billboard This item contains a sub-menu for creating billboard so that you do not need to search for them in the
Billboard libraries.
Physics This item contains a sub-menu for creating basic physics props, such as the infinite plane, the ball
(rigid body) and the cloth (soft cloth), so that you do not need to search them in the Physics relevant
libraries.
Light This item contains a sub-menu for creating different basic lights so that you do not need to search
them in the Light libraries.
Shadow Caster This item contains a sub-menu for creating 2 different lights that cast only shadow without any lights.
(New for v7.0) You can use them to simulate the shadow for objects that does not cast shadows.
Camera This command creates a new camera with all settings based on the current view on the preview win-
dow.
Create Path This command switches to path-creating mode. You may start to click and draw a path after this
command is executed.
Create Face This command starts the create face wizard for you to generate a customized G5 (or earlier version)
character's head.
Facial Features This command opens the Facial Feature panel for adjusting the character's facial features.
Avatar Proportion This command opens the Avatar Proportion panel for adjusting the body shape and appearance of a
character.
Collision Shape This command opens the Collision Shape panel for adding, editing or adjust the collision shapes
attached on the character.
Convert to Terrain This command converts the currently selected prop or props into components of the terrain for form-
ing a custom one.
Convert to Prop This command converts one or more components of a terrain into props.
Convert All This command converts the material shader modes of all materials in the entire project to Tra-
Shaders to... ditional or PBR mode.
Convert Object This command converts the material shader modes of all materials on the selected objects.
Shader to...
* Please note that the camera FOV before iClone 6 or earlier versions are Vertical-based,
while the ones in other 3D tools are Horizontal-based.
Constraint Man- This command opens the Constraint Manager for you to identify the relationships between the con-
ager straints and its target rigid body.
Rigid Body Sim- This command turns on or off the simulation feature for the rigid bodies in the scene.
ulation
Soft Cloth Sim- This command turns on or off the simulation feature for the soft clothes in the scene.
ulation
Add Constraint This command opens the Add Constraint panel for you to apply constraint templates from within it.
Create Script This item contains a sub-menu for creating voice scripts to currently selected character.
l Record Voice: Use this command to directly record a voice to create a voice script for the
character.
l Text-To-Speech: Use this command to convert desired text into a voice script for the char-
acter.
l Wave File: Use this command to load an audio file (*.wav, *.mp3) as the voice script for the
character.
l CrazyTalk Script: Use this command to load a CrazyTalk script file (*.cts, *.clp, voice + facial
expressions) as the voice script for the character.
Face Puppet This command opens the Face Puppet panel for manually creating facial expressions of the selec-
ted character.
Face Key This command opens the Face Key panel for adding expression layer keys to an existing expression.
Motion Puppet This command opens the Motion Puppet panel to record motions from templates to the currently
selected character.
Device Mocap This command opens the Device Console panel for simultaneously capturing, recording your body
motions and applying these motions to the selected character for generating character's body
motions.
Edit Motion Layer This command opens the Edit Motion Layer panel for adding motion layer keys to an existing
(N) motion.
Reach Target This command opens the Reach Target panel to add or release reach keys for the character's neck,
hip and limbs.
MixMoves This command opens the MixMoves panel to add rational and continuous motions to characters.
Prop Puppet This command opens the Prop Puppet panel for simultaneously moving and recording the anim-
ations of a prop.
Edit Animation This command opens the Edit Motion Layer panel for adding animation layer keys to an existing
Layer animation of a prop.
Morph Animation This command opens the Morph Animator panel for adding keys of character motions with morph-
ing sliders.
Motion Setting This item contains a sub-menu to adjust the settings for character's motions.
Options
l Reset Motion Root: Use this command to get the imported motion to happen at the same
position where the previous motion ends.
l Align Actor Motion: Use this command to get the motion root to align to the pivot root of a
character.
l Bake Constraint Key: Use this command to bake the constraint keys (including Reach, Look
At and Link keys) to motion files (in iMotion or iMotionPlus formats) when you collect a
motion clip.
Apply Gesture This item contains a sub-menu for applying hand gesture clips to character's hands.
Options
l Left Hand: Apply the hand gesture clips to character's left hand.
l Right Hand: Apply the hand gesture clips to character's right hand.
l Both: Apply the hand gesture clips to character's both hands.
Clip Auto Extend When this command is activated, iClone will extend previous Facial Expression clip in order to
include newly added key.
Reset Whole Scene This command removes all animations in the current project.
Animation
Remove Object This command removes all animations of the currently selected objects.
Animation
Current Frame This command opens the Windows Photo Viewer with the output image of the current frame.
Preview (F10)
Render Video This command opens the Render panel for exporting your project as video files in MP4 (H.264), AVI, and
WMV formats.
Render Image This command opens the Render panel for rendering sequenced or one-frame image files in Bmp, Jpg,
Tga (32-bit), and Png (32-bit) formats.
Export Audio This command opens the Render panel for outputting the project as audio files in WAV format.
Roll (V) To rotate the camera in the Roll mode. You have to uncheck the Edit >> Camera >> Auto Level command to
activate the Roll mode.
Camera This item contains a sub-menu for switching the camera to different views - Front (F), Right (S), Top (G), Left
View (A), Bottom, Back (D), Face (J) or All (K).
Workspace This item contains a sub-menu for applying preset layouts according to your working conditions.
l Standard (Ctrl + 2): This layout brings up the Modify, Visual Settings, Content Manager,
Scene Manager panels and all toolbars.
l Animation (Ctrl + 3): This layout brings up the Modify, Scene Manager, Timeline panels and
all toolbars.
l Visual Effects (Ctrl + 4): This layout brings up the Modify, Visual Settings, Scene Manager
panels and all toolbars.
l Final Render (Ctrl + 5): This layout brings up all toolbars as well as the Render panel.
l All Panels (Ctrl + 6): This layout brings up all panels and toolbars.
l Full Screen (Ctrl + 7): This command hides all panels and fits the entire working area to the
screen of display.
l Save Layout : This command saves the current docking/floating places and
visibility states of panels and toolbars as the default layout, and you may instantly load it each
time you launch the main program.
l Reset Layout : This command restores all the panels and toolbars to the
default docking places with the Standard layout.
Timeline (F3) This command opens the Timeline panel to edit animation keys and clips for actors, props, cameras,
lights, sounds, effects, etc.
Content Manager This command opens the Content Manager panel for applying embedded and custom templates to
(F4) your scene.
Scene Manager This command opens the Scene Manager panel to view all the objects included in the current project.
(F5)
Modify (F6) This command opens the Modify panel for adjusting parameters belong to each object in the scene.
Visual Settings This command opens the Visual Settings panel for modifying the settings of lights, shadows, Toon
(F7) Shader and visual effects.
Mini Viewport (F8) This command opens the Mini Viewport panel to display another mini preview window on the main
preview window.
Play Bar (F9) This command shows or hides the play bar right under the 3D view port.
Menu Bar (F11) This command shows or hides the main menu bar.
Plugins This item contains a sub-menu for manipulating the iClone Indigo Render plugin.
l Render Scene: To render the current view of the 3D viewer into a temporary Indigo image file (*.igs).
l Export Scene as: To save the current frame into an Indigo image file (*.igs), or the specified range into the
Indigo sequenced image files (*.igq).
l Render Settings: To open the Indigo panel for editing the Indigo materials, changing the Indigo envir-
onment, light and render settings.
l Toolbar: To show/hide the Indigo toolbar for quickly access the commands.
a. Render Scene
b. Render Selected Object
c. Export Scene as
d. Render Settings
l About iClone Indigo Render: To show the product information for iCIndigo.
l Render Selected Object: To render the selected object into Indigo image file (*.igs).
l Indigo Program Path: To assign the Indigo rendering program.
l Indigo Material Path: To assign the Indigo material library folder.
Note:
Please refer to the iClone Indigo Render Plugin Online Help for more information.
Get More To access the official content web site for free Bonus Content Packs.
Contents
To remove the watermarks, you need to buy the trial contents, by clicking the Buy All Trial Contents, you
will be led to the online shopping cart for purchasing the trial contents.
Content If the watermarks still remain on the preview window after the trial contents have been purchased, select
Activation Content Activation to authenticate online in order to remove the watermarks.
Content 1- iClone will verify all contents in the Template and Custom libraries to make sure the trial contents that have
Click Veri- been purchased will be converted into a fully licensed ones for freely being used.
fication
Reallusion To access the home page of Reallusion.
on the Web
iClone 7 on To access the home page of iClone 7.
the Web
About To show the product information for iClone 7.
iClone 7
Dockable Areas
The dockable areas of the program are divided into Top / Bottom and Left / Right areas. At the center, it is the Preview Win-
dow in which you observe the 3D contents you are editing.
l Top Area: On the top area, you are able to dock all types of toolbars, such as Project, General, Camera, Physics,
Modify Tools, Slider Tools and Global Illumination.
l Bottom Area: In addition to all the toolbars that can be docked on the top area, the bottom area can be docked with
Project, General, Camera, Physics, Modify Tools, Slider Tools, Global Illumination and Timeline.
l Left and Right Areas: Physics Toolbar, Global Illumination Toolbar, Content Manager, Scene Manager,
Modify, Preference, Project Settings, Visual Settings, Mini Viewport, or any plug-in panel, such as Indigo, can be
docked to the right or left areas. The docking methods can be Stack or Top-down.
l Stack: The Stack method means to dock every panels into one single pane. You may thus click on (or mouse-
rolling on) the Vertical Tabs to switch them.
3. Execute the Standard command (Ctrl + 2) in the same main menu, the layout will thus be the one you saved
in the previous step.
4. Execute the Reset Layout to reset the layout to the original one when iClone was installed.
l Convenient Embedded Layout Templates: iClone also provide several types of layouts for certain purposes.
l Animation (Ctrl + 3): Specially used for creating animations for the content in the preview window.
l Final Render (Ctrl + 5): Only the preview window and the Render panels will be shown for you to export the
desired media type.
Note:
l You may also utilize the same method described above to overwrite the default layout template.
l If you want to reset an overwritten template, then switch to the template and execute the Reset Lay-
out.
l Wider Editing Environment for Dual Monitors: If you are a dual-monitor user, then you have more freedom to re-
arrange your workspace.
1 Undo/Redo Click these two buttons to undo (Ctrl + Z) or redo (Ctrl + Y) the last operation.
2 Select Toggles the Select mode. You may then directly pick the object in the 3D viewer.
Object You may also drag a rectangle around multiple objects to select them in this Mode.
Drag from left to right: Any object partially contacting the rectangle will be selected.
Drag from right to left: Only the objects covered entirely within the rectangle will be selected.
3 Move Object To switch to Move mode. You may then directly move the selected object in the 3D viewer instead of
manually entering the values on the Modify page.
Left Mouse Button: Move object along X-/Y-axis.
Mouse Wheel: Move object along world Z-axis.
Right Mouse Button: Rotate object on local Z-axis.
4 Rotate To switch to Rotate mode. You may then directly rotate the selected object in the 3D viewer instead of
Object manually entering the values on the Modify page.
Left Mouse Button: Rotate on local Z axis.
Right Mouse Button: Rotate on local Y axis.
Both Mouse Buttons: Rotate on local X axis.
5 Scale Object To switch to Scale mode. You may then directly scale the selected object in the 3D viewer instead of
manually entering the values on the Modify page.
Left Mouse Button: Uniformly scale object.
Right Mouse Button: Scale object along local Z axis.
Both Mouse Buttons: Scale object along local X - Y axis.
In Move Object, Rotate Object or Scale Object modes, you may also:
Alt + Left Mouse Button: To Pan the camera.
Alt + Right Mouse Button: To Rotate the camera.
Alt + Both Mouse Buttons: To Zoom the Camera.
6 Link/Unlink Click this button to set a Link/Unlink key for the selected object or objects.
Please refer to the Link section for more information.
8 Align to You may use this button to align selected objects to any other object. Though it can be used to almost
Object every object, it is especially useful for relocating a constraint to a certain position on a physics rigid
body. Please refer to the Aligning 3D Entity to Target Object section for more information.
9 Visible Click this button to set keys to show or hide the selected object. Please note that it can be used on one
object at a time.
Aligning Objects
1. Select multiple objects for aligning.
3. Enable the X, Y and/or Z boxes of the Align Objects section according to the axis you want the selected objects to be
aligned to.
The Align feature relocates selected objects to an aver- The Align to feature relocates selected objects to
age position. another target object without moving it.
Using "Align to" Feature
The Align to feature can be used to snap a certain 3D entity to another object without moving the object.
1. Prepare a prop and relocate its pivot.
3. Adjust the angle so that the constraint is perpendicular to the front of the fan.
Note:
In this case, the center of the fan-blades is a hollow, which provides no reference for you to manually adjust the
position of the constraint to its center.
4. Make sure the constraint is selected and click the Align to button on the General Toolbar.
5. Click on the fan-blades set as the target for aligning the constraint. The Align to panel will show.
6. Individually activate the X, Y, Z axis according to your need for relocating the constraint.
7. Choose the Center radio button to align the constraint to the center of the fan-blades on the X, Y or Z axis (by activ-
ating the boxes in the previous step).
8. If you are satisfied with the previewing result, then click the OK button to leave the panel.
9. Set the hinge as a motor. Play back to view the result.
1 Enable Global To turn on or off the entire GI feature. You must turn it on for export a media with GI effect.
Illumination
2 Viewport GI To turn on or off the GI effect on the real-time rendering viewport. It does not affect the export result.
You can also access the setting under Preference > Real-time Render Options section.
6 Orbit (C) To rotate the camera. Click its down arrow to switch to Orbit or Roll mode.
Roll (V)
7 Camera View To switch the camera to different view, click the down arrow and choose from Front, Right, Top, Left,
Bottom, Back, Face or All.
8 Camera Select the camera in this drop-down list to display the camera's view on the preview window.
Switcher
9 Camera & Click this button to switch the Modify panel to the selected object or the currently picked camera.
Object Switch
(U)
1 Rigid Body Simulation To turn on or off the simulation of the rigid bodies.
2 Soft Cloth Simulation To turn on or off the simulation of the soft cloth.
3 Constraint Manager To show the Constraint Manager for finding the relationships between rigid bodies and the
constraints on the scene.
4 Add Constraint To show the Constraint template panel for you to drag and drop the desired constraint to a
rigid body.
The Timeline panel is where you edit animation keys and clips for actors, accessories, props, LiveProp animations, cameras,
lights and hand gestures etc.
1 Dock / Undock Double-click on the caption to dock the panel to the docking place, or undock the panel and make it
float above the main program.
2 Display Sub-Tracks Click this triangle button to show selected sub-tracks.
3 Sub Track l This track shows the sub tracks when their grouped buttons are pressed down.
l Single-click on the sub track name to select the object to which it belongs to.
l Double-click on the sub track name to select all the data in the track.
l Click the Cross icon beside the sub track name to collapse the track.
4 Main Track l This track shows the project or an object's name.
l Click the arrow button to select sub track items in the drop-down list, you wish to show /
hide on the Timeline.
l Single-click on the name to select the object.
5 Track Menu list Click the drop-down list and select the items, you wish to show / hide on the Timeline.
6 Object Related Tracks When you pick an object in the 3D viewer with this button activated, the Timeline will only display
the tracks of the picked object.
7 Open Same Track When you pick an object in the 3D viewer with this button activated, the Timeline will display the
Types similar tracks that belong to other objects, which are related to the picked object.
8 Previous and Next Key l Click these two buttons to snap the play head back to the previous or next key, or the start-
frame clip.
l The key or clip will be automatically selected.
9 Clip Editing Tools Click this button to show the clip editing drop-down list.
l Cut: Click the button to cut the target key, or clip, and add into the clipboard.
l Copy: Click on the button, or use hotkey Ctrl + C on selected keys or clips to copy (single or
multiple keys).
l Paste: Click on the button, or use hotkey Ctrl + V to paste to the target frame (single or mul-
tiple keys).
l Delete: Click on the button or press Delete key to delete highlighted keys or clips.
10 Audio Editing Tools l Click the Sound button to show a panel to modify the clips on the Sound track.
l Click the Lips Editor button to show a panel to add or modify lip-synched keys on the Lips
track.
11 Zoom In / Out Click this button to use the tools in the drop-down list to zoom in / out the timeline.
Fit to Window l Click the Zoom In button, or use hotkey "+" (or Alt + Rolling the mouse wheel) to increase
Actual Size the time (cell) unit size.
l Click the Zoom Out button, or use hotkey "-" (or Alt + Rolling the mouse wheel) to decrease
the time (cell) unit size.
l Click the Fit to Window button to view the entire timeline items within the timeline window
space.
l Click the Actual Size button to show the time unit represented as 60 frames per second.
1 Add key l Double-click on the timeline cell area to add keys or press this button.
l Keys can also be automatically added when users alter key information in the Modify Panel.
l The Add Key button only works for the Transform, Motion Layer, Facial Layer, Visible, HDR,
IBL, and Effect sub tracks, and all other sub tracks for cameras and lights (Constraint sub tracks
are excluded).
2 Break l Break works for Clip type data in all tracks / groups.
l Click the button, or use hotkey Ctrl + B to split the selected clip at a current frame into two new
clips.
3 Motion Modifier Click this button to launch the Motion Modifier panel.
4 Loop l The Loop button works to Clip data in all tracks / groups.
l Click this button and drag the clip's right edge rightward to repeat the clip.
5 Speed l The Speed button works to Clip data in all tracks / groups.
l Click this button and drag the clip's right edge rightward / leftward to decelerate / accelerate the
speed.
6 Insert Frame l Click this button to insert a designated number of frames into the current time frame in order to
increase the length of the project.
l You may also use this feature to insert frames for individual objects without affecting the length
of the project.
7 Delete Frame l Click this button to delete a series of selected frames in order to decrease the length of the pro-
ject.
l You may also delete data, within a range, of any object in the current scene without affecting the
length of the project.
8 Add Flag l Click this button to add flag marks to specific time frames on the Project track. This allows you
to easily hop between events.
l You may quickly jump to the frame by using the Tab, and Shift + Tab keys.
1Double-click on the title bar to dock the panel to the docking place, or undock the panel and make it float above the main pro-
gram.
2This panel includes four category tabs. You may click the tabs to find different features that belong to the picked object.
l Attribute tab: To adjust the attributes and set keys on the object, such as Transform, Linkage, Look At, Path and
Spring keys on the timeline.
l Animation tab: To generate body motions and facial expressions for the actor, or animate the prop with various
tools.
l Material tab: To modify the material and texture settings, including Substance and Tessellation features for the
object.
l Physics tab: To activate physics settings (Rigid Body or Soft Cloth) for the object.
3You may expand or collapse each section by clicking the +/- symbol. There are hotkeys you can use to jump to that section.
Please refer to the Global Shortcuts >> Modify Panel for more information.
4The adjustable parameters associated with the objects in the current project. You may set parameter value for all the
objects in the 3D viewer.
5There is a scroll bar at the right of the panel. Click and hold the mouse down anywhere on it and drag up / down to navigate
the whole panel when it is longer than one page. Alternatively, you may roll the mouse wheel to scroll it up / down.
6Drag the border to adjust the width of the panel.
Dragging Sliders
When there is a slider present in addition to the numerical parameter, you can drag it to adjust the value.
1 Dock/Undock Double-click on the caption to dock the panel to the docking place, or undock the panel and make it
float above the main program.
2 Category Tabs Click these tabs to switch to the corresponding categories - Project, Actor, Animation, Stage, Set,
Media and Package.
3 Location Bar
Display the file location of the content in the Content Manager. You may click the button to go
back to the higher-level folder, or click any of the directory names to go up to any level.
4 Template and Each category is divided into two libraries:
Custom Libraries l Template Library: Contains embedded templates installed along with the main program.
l Custom Library: Contains custom templates you add.
l Show and hide (Shortcut: F4), dock and undock the Content Manager.
l Basic editing for the custom templates.
l Capture Thumbnail: Capture the view of the working area, in the current frame, as the
thumbnail for the selected template in the Custom library.
l Load Thumbnail: Load an image as the thumbnail of the selected custom template.
l Change View Mode: Cycle through the content display options. (Shortcut: Ctrl + 1)
l Online Content (New for 6.03): The number of results from the Reallusion Content Store
and Reallusion Marketplace will be listed besides the search field.
By clicking on these weblinks you can browse the search results in the official Reallusion
Content Store and Reallusion Marketplace website.
7 Navigation Panel Display all the library folders under the picked Category Tab. You may click the Menu Button to show
the Navigation Panel and drag the middle border to adjust its width.
Show the navigation panel to browse through all the lib- Hide the navigation panel to view more
rary folders. content.
8 Resize Drag the border to resize the pane of the Content Manager.
9 Templates In the library pane, you may manipulate the templates, including:
l Applying the selected template (by drag-and-drop or click the Apply button).
l Using the right-click menu to do basic editing; renaming or changing the thumbnail of the cus-
tom templates.
10 Applying and
Adding Templates l : Click this button to apply the selected template to the current pro-
ject. This does the same as double-clicking the content thumbnail. Please refer to the Drag
and Drop section for more information on applying methods.
l : Click this button to add the current object in the scene into the
Custom library of the selected Category Tab. If you have selected a template in the Custom
Library, then click this button to overwrite the selected template.
1Dock / Double-click on the caption to dock the panel to the docking place, or undock the panel and make it float above the
Undock main program.
2Search Type full or partial names of objects in the search field to search for desired objects.
l Use the Filter to show / hide specific categories. This is an easy way to keep the Scene Manager clean.
l Invoke the Condition Settings dialog box to show / hide the object status icons, or change the display
order of these icons.
l Invert current selection, hide unselected objects or show all objects in the scene.
l Collapse / expand all categories.
l Rename or delete the selected objects.
4Sort Click the Name caption, to re-order the object by their alpha-numeric order.
5Cat- l Click on the triangle button beside the category name to collapse / expand the category.
egory l Click on the category name to expand the category and select all the items under this category.
Name
Normal X-Ray
Shadow You may decide to turn the shadow effect on / off for each object, cast the object shadows
: only, or receive shadows from other objects only.
All Shad-
ows
: Cast
Only
:
Receive
Only
:
No Shad-
ows
Physics You may turn the Rigid Body or Soft Cloth simulation on / off.
: None
: Rigid
Body
: Soft
Cloth
Realtime You may turn the Realtime Smooth on / off.
Smooth : Original
: Smooth
l Some items such as water, trees, grass, particle emitters, and terrains cannot be selected or are difficult to be
selected from within the 3D viewer. Use the Scene Manager panel instead to easily select them.
l The Scene Manger will also show the parent / child node structure of a 3D object, so you can use this behavior
to select the child node directly.
l The object status on each icon item will be saved to iClone project files.
The Project Settings panel enables you to adjust the length of the project, the time unit shown on the time counter, the
global sound and physics settings, and the viewing method of the background.
1Double-click on the caption to dock the panel to the docking place, or undock the panel and make it float above the main pro-
gram.
2There are five sections included in the panel. You may expand or collapse each section by clicking the +/- symbol.
l Color Management section
l Time Unit section
l Display Section
l Visual Settings section
l Global Sound Settings section
l Global Physics Settings section
l 2D Background section
l Info section
3The adjustable parameters associated with the objects in the current project. You may set parameter value for all the
objects in the 3D viewer.
4There is a scroll bar at the right of the panel. Click and hold the mouse down anywhere on it and drag up/down to navigate
the whole panel when it is longer than one page. Alternatively, you may roll the mouse wheel to scroll it up/down.
5Drag the border to adjust the width of the panel.
Mode
Use the Mode drop down list to set the ability of the 3D view port to be able to render PBR or Traditional materials.
* Please note that the Shader Type of the material for the object in the illustration below is PBR.
l Set Ambient Color (#000000): Since the light-reflectivity of PBR effect performs best when the ambient color is set
to black, activate this box in order to set the ambient color to black.
Total Frames
Shows the total length of the project in frame count. The default length for each project is 1800 frames and the maximum
number is 54000.
Play Mode
Toggles playback loop on/off.
Time Mode
Switches between the Realtime and By Frame modes for physics simulation.
l Realtime:
l By Frame:
Time Unit
Determines to display the time unit in either time or frame format.
l Time:
l Frame:
The auxiliary light does not cast any shadow, and its lighting result will not be rendered as well.
Voxel Mode
These two buttons determine if you want to use a lower or higher resolution of the voxels to render the GI effect. The higher
one can provide more details of the GI while lower performance of the system.
Lower Resolution, less details for the GI effect High Resolution, more details for the GI effect
Broad Color Gamut
Due to the weakness of Emissive lighting (Glow texture, Self-illumination or Particles) when the GI Illumination
Strength is applied, it is recommended to toggle on Broad Color Gamut.
When this box is activated, the render engine for the GI provides wider color range, which displays more levels and details of
colors on the view port. However, it increases the loading of the entire system.
The disadvantage is that the performance will be degraded (slowdown in the view-port).
Voice Volume
Adjusts the volume of the sound effect. You may also click the Vocal Volume button on the play bar.
Music Volume
Adjusts the volume of the background music. You may also click the Music Volume button on the play bar.
Simulation
Determines to simulate physics animations by iClone 6 PhysX or iClone 5 Bullet engine. Please refer to the Dual Physics
Engines section for more information.
Rigid Body
Check these boxes to enable the Rigid Body simulation, show collision bounding color (red), and activate the collision detec-
tion for sharper and faster speed physics animation. Please refer to the Setting Simulating Environments section for more
information.
Soft Cloth
Checks these boxes to enable the Soft Cloth simulation, bake the physics animation into motion clips, and decide the reac-
tion range from the surface of a soft cloth during collision. Please refer to the Setting Simulating Environments section for
more information.
Gravity
Types values in the X, Y and Z fields to set the gravity direction. By default, the (X, Y, Z) equal to (0, 0, -9.8), which are the gravity
values of the earth in iClone. Please refer to the Setting Simulating Environments section for more information.
World Scale
Drags the slider in accordance to the size of your 3D world. Please refer to the Setting Simulating Environments section for
more information.
Background Color
Clicks the color picker to select a solid color as the background of the current project.
Activate Image
Activates the box and then click the button to load any prepared image as the background. Select from the Display
Mode drop-down list to define the mapping method for the image background. You may save a background image into your
desired directory, or modify the image in an external image editor.
Fit Tiled (2 X 2)
Using Video as 2D Background
You may also load a background video for your project. The object in the scene is actually still while the animations come
from the video itself.
Length
Shows the project length in both frame and time formats.
Scene Totals
Shows the object count under each category in the scene.
External Files
Clicks the button to open the text file that contains a list of all external files and their locations - [External Image List] and
[External Video List].
1Double-click on the caption to dock the panel to the docking place, or undock the panel and make it float above the main pro-
gram.
2This panel includes four feature tabs. You may switch tabs to enrich the visual effects to the project.
l Atmosphere tab: To change the ambient light, activate the Ambient Occlusion, Fog, HDR (High Dynamic Range)
and IBL (Image Based Lighting) effects.
l Shadow Map tab: To turn the shadow effect On/Off on the objects.
l Toon Shader tab: To toggle the Toon Shader effect On/Off for the project.
l Visual tab: To modify the Effect templates that are currently applied to the project.
3You may expand or collapse each section by clicking the +/- symbol.
4The adjustable parameters associated with the objects in the current project. You may set parameter values for all the
objects in the 3D viewer.
5There is a scroll bar at the right of the panel. Click and hold the mouse down anywhere on it and drag up/down to navigate
the whole panel when it is longer than one page. Alternatively, you may roll the mouse wheel to scroll it up/down.
6Drag the border to adjust the width of the panel.
1Double-click on the title bar to dock the panel to the docking place, or undock the panel and make it float above the main pro-
gram.
2There are five sections included in the panel. You may expand or collapse each section by clicking the +/- symbol.
l Format section: To decide the format of the exported media.
l Output Size section: To specify the resolution for the output frame.
l 3D Stereo section: To export your project as 3D stereo media.
l Render Quality section: To determine the render quality of the exported media.
l Output Range section: To specify the frame range for rendering.
3The adjustable parameters associated with the rendering results.
4There is a scroll bar at the right of the panel. Click and hold the mouse down anywhere on it and drag up/down to navigate
the whole panel when it is longer than one page. Alternatively, you may roll the mouse wheel to scroll it up/down.
5Drag the border to adjust the width of the panel.
1Double-click on the caption to dock the panel to the docking place, or undock the panel and make it float above the main pro-
gram.
2There are six sections included in the panel. You may expand or collapse each section by clicking the +/- symbol.
l Control section: To define the object snapping method in the scene, show/hide the transform gizmo, and enable/dis-
able motion clip auto-play and file compression.
l Grid section: To adjust the grid settings, including visibility, color, spacing and size.
l Display section: To show/hide FPS information, world axis, dummy object and polygon count on the 3D viewer.
l Real-time Render Options section: To determine the render quality in the preview window, and switch on/off the
LOD effect.
l System section: To set the undo times, determine the temp folder for saving temporary files, and assign the external
image editor for modifying texture images.
l Interface section: To change the appearance of the user interface, such as the icon and font size and the color
theme of the main program.
3The adjustable parameters associated with the current project.
4There is a scroll bar at the right of the panel. Click and hold the mouse down anywhere on it and drag up/down to navigate
the whole panel when it is longer than one page. Alternatively, you may roll the mouse wheel to scroll it up/down.
5Drag the border to adjust the width of the panel.
Snap to Grid
Check this box so that your objects always snap to the intersection points of the floor grid when they are manipulated by the
Move tool (X and Y values only).
Snap to Model
Check this box so that your props always snap to planes of the adjacent props when they are manipulated by the Move tool.
Transform Gizmo
You may check this box to toggle the gizmo mode on/off in the preview window. Please refer to the Gizmo of Objects in Pre-
view Window section for more information.
Angle Snap
You may check this box and define an angle that your objects will snap to when they are manipulated by the Rotate tool. They
will rotate by the specified angle each time.
Angle Snap= 45
Compression
Activate this box in order to save project files with higher compression rate. However, loading the compressed file will take
longer time for the decompressing procedure.
Show Grid
If you want to show the grid in the 3D viewer, you may check the Show Grid box. Alternatively, you may press Ctrl + G to
toggle the grid.
Info
Info displays the FPS (Frames Per Second) and Poly Count(s) of the current project.
l FPS: Displays the Frames Per Second information in the 3D viewer.
l Poly Counts: Polygon count information of the entire project and the selected objects will be shown at the top-left
corner of the preview window.
World Axis
When the World Axis box is on, a coordinate displays in the origin. It is very useful when you need to input x, y, z value, or cre-
ate custom Helper.
l Check/Uncheck the World Axis box to show/hide the world axis, or press Ctrl + A to toggle on/off.
l The R.G.B. color of the World Axis represent the X, Y, Z direction (R=X, G=Y, B=Z)
Message Panel
Activate / deactivate this box to show / hide the message panel at the right bottom corner of the 3D viewer.
External Texture
Activate this item so that each time you load an image, it will be an external texture. The channel with external texture will be
marked with a chain icon.
l The Quick Mode render option produces an efficient real-time render with most 3D effects disabled for faster per-
formance.
l The Medium render option disables some of the 3D effects for a mid-level of visual quality.
l The High render option allows you to view all of the 3D effects, including Displacement, Bump / Normal, Glow, Reflec-
tion Map, Realtime Smooth, Substance, HDR, Environment Reflection, Refraction effect, Anti-alias, Mipmap and Tes-
sellation shadow, and more options in the Advanced settings. Turning these options on increases the visual quality
but eats up system resources.
l The Custom render option allows users to save their desired render settings for later usage.
TAA (for Real-time Rendering only)
An advanced anti-alias technique (Temporal Anti-Aliasing) for the view port can minimize jagged edges and pixilated
areas. Check the box to turn on TAA. Real-time anti-aliasing starts to calculate only when the viewport is standing still. During
playback, TAA will be forced OFF.
All details are rendered during real-time playback, which increases the load on your system resources.
LOD On
The details on far surfaces are rendered with lower detail in order to achieve faster real-time playback and editing.
Undo Times
Set the Undo times to decide how many actions you can Undo/Redo. The maximum is 180. A higher value requires more
resources of your system.
Temp Folder
The temp folder is a folder for temporary files created by iClone during operation. You can define where temporary files are
saved in the preferences settings.
l Click the Choose button in the Temp Folder option and browse to a folder you wish to use as the temp folder.
l Make sure the hard disk the temp folder is located on has sufficient free space especially when you are using iClone
to produce high resolution videos.
Texture Editor
You can select an external application for use as a texture editor with iClone. Textures edited using the "Launch" feature of
the iClone material editor will open with the image editor selected in this section. (E.g. Adobe Photoshop)
l Click the Choose button in the Texture Editor option and browse to the executable file of a suitable texture
editor application.
Color Theme
Select the color scheme of the user interface.
Note:
l The Interface settings takes effect by the next time you launch the iClone program.
l You can restore the default values by clicking the Back to Default button.
In this section of the Preference panel, you can determine the default tangent types for newly added keys, including the ones
in the Transform and Motion / Animation Layer tracks.
If you want to increase the performance of your system, multi-select all the objects in the Scene Manager, and
then switch the render state to Wireframe. It will displays all the objects in wireframe.
If you are using a dual-monitor environment, you can have multiple explorers displaying your assets on one monitor and then
drag the assets into iClone running on the other monitor to increase your production efficiency.
l If you drag and drop a PNG image that contains alpha channel data, iClone will automatically take care of the masking
for you.
l You can modify the transformation data of the board to increase its size, width, depth, etc.
l The board will snap to the grid differently depending on your viewing angle to the world axis.
Variations of Accessories
If you drag and drop an accessory file (.iAcc) on an actor, it will follow the accessory's conventional behavior; if dropped on the
floor, it will become a prop.
Drag and Drop on the Actor Drag and Drop on the Floor (become a prop)
Drag and Drop Non-Mesh Objects and Media
Non-mesh objects (Particles, Grass, Material...) and Media (Images, Videos, Audios...) can also be applied into iClone by
using the drag-and-drop method.
Before Drag and Drop .iMtl file onto the Drag and Drop .iMtl file to the target face Result
prop
Image and Video
By dragging an image or video and dropping on any dragable object (with mesh, trees excluded) or sky, you can replace their
original image in the Diffuse channel.
l Image formats: JPG, BMP, GIF, PNG and HDR.
l Video formats: AVI, WMV, RM, RMVB, MPEG, ASF, MOV, FLV, iWidget and any video that can be played on your sys-
tem.
Rotate
Drag the three circles around the object to rotate it along the 3 axes.
Transform
Drag the handles to move the object along the 3 axes.
You may also drag the square at the corner to move the object on the planes of two intersecting axes.
Scale
Drag the handles to scale the object along the 3 axes.
You may also drag the yellow cube in the center of the gizmo to scale the object at a uniform ratio.
Note:
Only Actors, Accessories, Props, Emitters, Trees and Paths possess a Gizmo.
l Gizmo with RTS: Accessories, Props, Trees and Paths.
l Gizmo with RT only: Actors, Emitters and Control Points (of a path).
4 Jump to Start To jump to the cue in frame of the playback range or the start frame of the whole pro-
Frame ject.
7 Jump to End To jump to the cue out frame of the playback range or the end frame of the whole pro-
Frame ject.
12 Project Settings Use the Project Settings panel to set the total length for the current project, select
the time unit, adjust the volume of the sound, configure the physics settings, and
modify the background color or load a background image.
14 Mark In/Out of Drag this mark to set the mark in/out frame for playback or exporting.
Playback/Export
Range
15 Play Head Shows the current frame of the project. You may also drag it to any desired frame
quickly.
Mouse l Roll Mouse Wheel Left Mouse Button Right Mouse Button Select the object and press
Operations l Both Mouse Buttons the hotkey.
(Buttons
pressed and
drag)
Hotkeys Z X C: Orbit Home
V: Roll A: Left
S: Right
D: Back
F: Front
G: Top
J: Face
K: All
Transform Tools
Select Move Rotate Scale
Icons / /
Mouse l In Transform Mode, single l Along World or Rotate Along World Uniform Scale:
Operations click on the target object. Local X Axis: or Local Z Axis: Press Left Mouse Button
(Buttons l In Camera Mode, double- Left Mouse But- Press Left Mouse and Drag.
pressed and click to select the target ton + Cursor Button and drag. Local Z Scale:
drag) object. Moves Left/Right Rotate Along World Press Right Mouse Button
l In Select Mode, hold down l Along World or or Local Y Axis: and Drag.
the Ctrl key and single click Local Y Axis: Press Right Mouse Local XY Scale:
on objects may Multi- Left Mouse But- Button and drag. Press Both Mouse Buttons
select them. ton + Cursor Rotate Along World and Drag.
l Alternatively, you may drag Moves Up/Down or Local X Axis:
a box on the 3D viewer to l Along World or Press Both Mouse
enclose desired objects. Local Z Axis: Buttons and drag.
Roll Mouse
Wheel
Hotkeys Q W E R
Note:
l
Throughout all the documents, we assume that you are using your right hand to control your mouse. Therefore,
clicking the Left Mouse Button means click the A button as shown in the illustration, while Right Mouse But-
ton means the B button.
l Temp Switch: Hold down the ALT key will switch to the Pan of the Camera Mode temporarily.
l Accelerating: Hold the SHIFT key to 10X the operation unit
l Ctrl + G: Turn on/off the Grid for 3D space reference
l Snap to Terrain: Go to Edit >> Terrain Snap and choose Snap to Terrain. The Z movement will be locked to
the terrain as you manipulate the camera or objects. Please refer to the Snap To or Follow Terrain section for
more information.
l Follow Terrain: Go to Edit >> Terrain Snap and choose Follow Terrain. The Z movement will be locked to the
terrain as you manipulate the camera or objects. Besides, the angle of the camera or objects also aligns to the
face normals of the terrain. Please refer to the Snap To or Follow Terrain section for more information.
l Snap to Grid/Custom Grid: Please refer to the Grid Section for more information.
l Angle Snap: Please refer to the Control Section for more information.
o * It is suggested to turn off Viewport GI for smoother editing experience on complex scenes.
o ** You might encounter iClone crashes when loading complex projects, possibly due to exhausted system /
video memory.
o *** GI related features are fully disabled in iClone 7, no GI render for viewport or export
Note:
Note:
l iClone FPS UI display, the max is capped at 60 FPS.
l This table will be updated in 7.0 final release.
Accessing HUD (Heads Up Display) for "FPS" and "Used Video Memory"
l Used Video Memory
The new Used Video Memory information is provided for checking the amount of memory used by iClone 7.
o Turn on "Info" display
o Checked Preference > Display > Info (Ctrl+F) to access used video memory
l IBL for PBR: It's a more flexible sync-to-sky design, and IBL bake-from-scene capabilities.
l Shadow: It allows darker shadows, casting shadows on invisible mesh, and cast-shadow-only lights.
l HDR: The flickering and red halo issues are fixed; in addition, you can have better adjustments for Tone Mapping.
Please click Here to view the differences
Reason: The graph in the substance files are build in complicated method with abundant textures of large sizes.
Reason: iClone subdivided objects, which takes a lot of time calculating for generating new meshes.
Solution: Turn on and off the feature once and save the project. Next time when the feature is on, the speed will be faster (in
trading off the file size).
GI Related
Situation: Operating iClone becomes very slow.
Reason: A complicated scene with High Voxel Mode or High Voxel Cones Value can cause this issue.
Solution:
l Set to Low Voxel Mode - There are about 8 times size between the high and low voxel cube resolutions. Which can
have up to 20 FPS differences in speed. However, lower voxel mode can get a more coarse and fewer levels of GI res-
ult.
Situation: Operating iClone becomes very slow.
Reason: FPS tremendously drops when there are particles contributing GI light and you activate the Suppress Light Flicker
under the Project Setting panel.
Solution: Because the particle emits lots image planes, while they contribute GI lights, iClone calculates the light-bouncing
result from each of the planes intensively. It is highly suggest that you turn OFF the Viewport GI effect temporarily.
Timeline On
Situation: FPS drops when authoring with the timeline on.
Reason: Timeline contains many elements and setting data; when you scrub across time frames in the view port, timeline
must redraw the UI constantly, which slows down the entire system.
Solution: Turn off the timeline for authoring unless you want to use any feature provided merely on timeline.
Substance Related
Situation: The more objects applied with Substance materials, the more slowly the system turns.
Reason: Substance materials consume system resources a lot.
Solution: After the substance material settings are set and done, bake the textures from t he substance to the texture chan-
nels and then remove the substance sources.
o Hidden Mode: You do not need them for reference and you will not modify them afterward.
Substance Related
Situation: Editing substance settings with a slow response.
Reason: The resolution for the Substance settings are set too high.
Solution: Set the resolution in the substance section to lower than 2048 (1024 or 512). When you want to bake the texture
or do the final rendering, switch it back to 2048 or above.
Situation: The Substance material of a prop slows down the entire system.
Reason: The Substance material of a prop contains up to four layers of different sub-materials. Each sub-material can con-
tain at least a single texture. In addition, generating animation for different layers such as gradual weathering creates an
excessive load on system resources.
Solution: Decrease the use of substance materials if unnecessary; or avoid using substance animations keys.
Tessellation Related
Situation: Playback slow when the Tessellation Shadow is turned on.
Reason: GPU dynamically calculates the tessellation shadow intensively when it is on.
Solution: Turn off tessellation shadow effect temporarily if there are no obviously differences. Turn it back on only when you
want to do the final rendering.
Situation: Playback slow when the Tessellation value of objects is increased.
Reason: Tessellation can decreases the playback frame rate due to repeated calculation of the tessellated result frame by
frame.
If you turn on the LOD in the Preference panel and set it to the Quality end, then you may experience slower per-
formance.
Solution: Turn off tessellation effect for objects that are not important or obvious in the scene or decrease the tessellation
value for certain objects.
Sky Blur
Situation: When the IBL image is sync to the sky and the sky blur setting is increased, system slows down.
Reason: The performance is the worst when the value is low because the feature consumes a lot of video memory.
Solution: Stop using the Sky Blur setting or downsize the resolution of the sky image texture.
Situation: The FPS drops for layered opacity objects.
Reason: The enhancement for the object with alpha transparency constantly calculates the layers for each object of this type
in order to get the best results, especially when multiple objects of this type obstruct or intersect with each other, which can
cause a lot of consumption of the system resources and slow down the performance. A few objects that use this feature are
Grass, Particles, or Character's Hair (with DOF effect), or any other 3D entities that use the Opacity channel for trimming
the appearance.
Inferior alpha transparency result for intersected objects Better alpha transparency result for intersected objects
in iClone 5 in iClone 6 & iClone 7
Solution:
l Avoid using this type of object as possible unless it is necessary.
Situation: Turning ON the Reflection and Refraction settings, the FPS drops down
Reason: iClone calculates the environment and then render the result to each of the objects, which will slow down your com-
puter.
Reflection and Refraction settings can be found in Modify (panel) >> Material (tab) >> Material Settings
section.
Solution: Use the Transparent or Reflection texture maps instead.
Situation: The FPS drops with multiple lighting resources.
Reason: The interaction between the light and the surfaces that it hits needs to be calculated, therefore, an excessive
amount of lights can also slow down performance
Solution: Decrease the number of the lights.
Shadow Related
Situation: Rendering very slow.
Reason: The High Quality Shadow is turned on. It increase the rendering time drastically.
Solution: Turn off the feature if the shadow quality is not so important for your scene, such as cloudy day or night scene.
Situation: Final rendering slows when the Suppress Shadow Flicker is on.
Reason: The system pre-processing all the exporting frames to get and save a value for rectifying the shadow, therefore, the
more the export frames, the more time it takes for pre-processing the frames.
Solution: If the shadows in the project do not flick much, then turn off this setting.
Opacity Related
Situation: Partial breaks show on the view port for semi-transparent objects.
Reason: Too many semi-transparent pixels.
Solution:
l Decrease the layers for the transparent objects.
l For users with Windows 7, NVIdia GTX 900 graphic card or above, please upgrade your OS to windows 10.
Situation: Normal on the view port, but partial breaks show on final rendered images or videos for semi-transparent objects
with Super Sampling on.
Reason: Too many semi-transparent pixels.
Solution:
l For users with Windows 7, NVIdia GTX 900 graphic card or above, please upgrade your OS to windows 10.
l Decrease the size of the view port until the breaks are gone.
AO Related
Situation: The view ports shows only the AO effect but it can not be exported for further editing.
Solution: In the Render panel activate the Preview radio button under the Render Quality section and the do the final ren-
dering.
l Drag from right to left: Only objects covered entirely by the rectangle will be selected.
All the entities whose names containing "0" are selected. The Props whose names containing "b" are selected.
l You may click the Menu button and select the Filter command to show/hide specific categories. You may then use
the Search feature to select the objects you want.
l Click the All button to show all the categories
in the Scene Manager.
l Click the None button to hide all the cat-
egories in the Scene Manager.
l Click the Invert button to show the hidden cat-
egories, and hide the shown categories in the
Scene Manager.
l You may click the Name caption first to re-arrange the order in the Scene Manager. Then you may use the Search fea-
ture for fast searching.
Note:
The project states for the first, current, and last frames are as shown below:
l Keep First Frame: Remove all animations but keep the project state in the first frame.
l Keep Last Frame: Remove all animations but keep the project state in the last frame.
l Keep Current Frame: Remove all animations but keep the project state in the current frame.
6. The project afterward will be no animations with the selected state kept at the first frame.
Pivot Orientation
l Each prop has only one pivot. However, each pivot contains two coordinates; World and Local.
l Move - World Mode: In iClone, you are allowed to move an object in World Mode with the World Move tool;
which means to move the object along the X, Y, Z of the world coordinate.
You can not easily move the jeep along the ramp with World Move tool.
l Move - Local Mode: You can move an object in Local Mode with the Local Move tool; which means to move
the object along the direction of the prop.
l Rotate: The Local Rotate tool is for Local Rotation only. If you want to rotate the object according to world
coordinates, you may either switch to the World Rotate tool, or go to the Modify panel >> Attribute tab >>
Transform section, and enter values into the Rotate numeric fields.
l Scale: The Scale tool is also for Local Scale only. This can prevent the prop from skew or distortion when you
scale it.
The prop is scaled by the Local coordinate. The prop is scaled by the World coordinate - not used in
(No skew) iClone except with the Prop Puppeteering feature.
(Skew occurs)
l Compatible to all features and templates that are related to character motions and facial expressions.
l Physics soft cloth settings are applied to clothes and hair, especially the female characters.
2. In the Modify panel, go to Edit tab >> Character Creator section and click the Edit in Character Creator button.
3. The character will be transmitted to Character Creator for further modification.
4. Use the morphing sliders or drag direction the specific body parts to adjust the body appearances and proportions.
Note:
For more information about using morphing sliders in iClone Character Creator, please refer to its official online
manual.
5. Make sure the character in iClone is selected in order to be replaced with the modified character from iClone Char-
acter Creator.
6. Click the Send Character to iClone button on the tool bar in iClone Character Creator.
2. In the Modify panel, go to Edit tab >> Character Creator section and click the Edit in Character Creator button.
3. The character will be transmitted to Character Creator for further modification.
4. Use the morphing sliders or drag direction the specific body parts to adjust the body appearances and proportions.
Note:
For more information about using morphing sliders in iClone Character Creator, please refer to its official online
manual.
5. Make sure the character in iClone is selected in order to be replaced with the modified character from iClone Char-
acter Creator.
6. Click the Send Character to iClone button on the tool bar in iClone Character Creator.
3. Set a scale value in the Body Scale field (in this case, 45.000).
The items of these layers can be seen in the Scene Manager panel >> Avatar.
3. Open the desired library, with names of prefix CC, under the Part (in this case, the CC Cloth).
5. Repeat the same steps until the character has a desired outfit.
Note:
The clothing will auto adapt to the body shape even if the body proportions are different.
If you encounter any body skin penetration issue, please refer to the sections below to solve the problem:
l How to Show or Hide Inner Meshes
l Conforming Clothing
Turn the upper layer of the mesh into wireframe mode to get a better view of the penetration.
2. Execute the Edit >> Conform command to launch the Conform Clothing panel.
3. Activate the Hide Inner Mesh box at the bottom of the panel.
5. The UV map of the selected material will be exported to your favorite image editor (in this case, Photoshop).
l Collision Settings group: The settings in this group deal with merely the penetrating vertex and meshes. It will thus
detect them and offset them in order to solve the penetrating issue.
l Outfit Settings group: The settings in this group smooth out the entire cloth with or without changing the basic shape
of the cloth.
l Increase Size: This slider increases the entire cloth to make it offset more from the meshes below it, the meshes can
be any other cloth or skin.
2. Increase the size of the entire body or specific body part. Sometimes the partial mesh of the skin maybe pass through
the cloth as the illustration shows.
3. Select the cloth at the topmost layer (in this case, the blue dress).
4. Execute the Edit >> Conform command to launch the Conform Clothing panel.
>
The vertex and mesh of the cloth sink The vertex-based conforming The penetration issue remains
under the skin. algorithm lifts the vertex out of the while the feature detects no pen-
skin. etration.
Cloth mesh is subdivided to add ref- The vertex-based conforming The penetration issue is solved.
erence vertex (in this case, 1). algorithm lifts the vertex out of the
skin.
l Margin: Set the offset distance from the meshes underneath it.
The original shape of the cloth. The shape is changed for smoothing the cloth.
Close-fitting = 3
l Smooth: This parameter smoothes the entire cloth while keeps the shape of the cloth as possible.
The original shape of the cloth. The shape of the cloth is kept as possible while the sur-
faces are smoothed.
Smooth = 5
Saving Current Cloth Status as Default
After you have calculate and create a new style of the cloth, you may want to keep it and test another possible shapes of it,
then you can use the Save as Default feature.
1. Create a new project and then dress the character.
2. Use the Conform Clothing panel to set the cloth to an ideal look.
4. Use the Conform Clothing panel to test another look of the cloth.
5. Click the Reset to Default button at the bottom of this panel.
6. The cloth will instantly retrieve the shape you have saved in step 2 and 3 instead of the initial look in step 1.
Finding and Loading the Content Files for Realistic Human 100
1. After you have installed the Realistic Human 100 Content Pack, you can find the files in:
Content Manager >> Template >> Realistic Human 100 folder.
4. Alternatively, select the target character and double-click on the desired head template for applying.
Note:
Please note that these head templates can only be applied to CC Characters.
5. You will be asked the method for applying the template. Please keep the default settings and click the OK button.
Note:
Please refer to the Importing Options for more information.
Note:
The RLHead can be applied to the 3D characters in CrazyTalk 8, iClone Character Creator and the CC Char-
acters in iClone.
3. Drag and drop the saved head file onto the character.
4. A dialog box will appear with the options to load the morphing and texture data in the head file. Click the OK button to
load them completely.
Note:
Please refer to the Importing Options section in this page for more information about these settings.
5. The original head is replaced with the one you created from CrazyTalk.
Note:
Choose the Head and Body or the Head Only radio button to determine if you want to replace the head and body or
only the head textures from the selected RLHead template.
The head of 3D actor in CrazyTalk 8 The head imported from CrazyTalk 8 in iClone
In order to verify the appearances of the character's faces in CrazyTalk and iClone, you need to first set these two applic-
ation in identical statuses as shown below:
To verify the appearances of the heads between iClone and CrazyTalk, please follow the settings listed below:
l Execute the command File >> New Script to clear any transformation, expression, or motion data of the 3D actor.
3D actor with custom transformation, expression and The animation-related data are removed
motion data
Texture Settings
Select the character, switch to the Modify panel >> Material tab >> Material List section and then set the texture settings
for it.
Verifying Characters
Move the view ports of these two application to compare. You will see the two characters are completely identical.
The head of 3D actor in CrazyTalk 8 The head imported from CrazyTalk 8 in iClone
Adjust Proportion
1. Select an actor.
2. Click the Avatar Proportion button in the Avatar section under the Attribute tab
in the Modify panel.
3. Click on the six preset templates in the Preset tab.
4. If you want to adjust the individual body parts, then switch to the Body tab.
6. Adjust the Width, Length, or Depth to change the proportion of the node.
Adjust Finger
1. Select the sub node of the fingers for the left or right hand from the drop-down list.
2. Adjust the Length or Thickness to change the look of the target finger.
Note:
l To select the whole finger, you need to select it from the drop-down list first.
l Activate the Mirror option and repeat steps 1 and 2 if you want to adjust the node of the fingers or the
whole finger of both hands at the same time.
l The Upper Body, Lower Body, and Shoes for the G3, G2 and G1 are not interchangeable due to the different
skeletal systems used by each actor body style.
l For purchasing more actors, please visit our website: http://www.real-
lusion.com/templates/linkcount/linkcount.asp?lid=iceus59 .
3. Press the Launch button of the diffuse map setting. It will open the diffuse for the cloth in the image-editing
software.
4. Paint or edit the image in accordance with the body mesh. Remember to save it.
5. Press the Launch button of the opacity map setting. The opacity texture will be opened in the image-editing
software in grayscale format.
6. Paint the part you want to cut off in black, white for clothing that will be seen or paint in gray to make the cloth semi-
transparent. Save the texture image.
8. You can click the Save button to save the texture of the cloth for further use or for packaging the texture map for
a Texture Pack.
Note:
l This feature can only be applied to the G3 and G2 actors.
l See CloneCloth tutorial for more details.
3. Press the Launch button of the diffuse map setting. It will open the diffuse texture map for the shoes in the
default image-editing software.
4. Paint, edit and save the image in your image-editing software.
5. Click the Update button in iClone to change the diffuse texture map of the shoes.
9. You can click the Save button to save the texture of the shoes for further use or packaging for Texture pack.
Note:
l This feature can only applied to the G3 and G2 actors.
l See CloneCloth tutorial section for more details.
Lower Body
3. Now, edit the opacity to cut off the part in black as if you were cutting a real cloth.
4. Save the result of each image and simply click the Update button and you will see the result of the outfit.
6. Use the glow map as seen in the following image, the brand on your cloth glows and attracts your audience's attention
more!
Tips:
l The Minimum Bleed Area in the UV reference image indicates you to fully overlap your cloth texture paint
or image. This can prevent image-distortion at the side seam of the outfit.
l The edges of the same color contour lines will later be stitched together.
Gloves
Switch the Content Manager to Actor tab >> Parts >> Gloves library and apply different glove templates.
When you have applied gloves that do not fit properly to the hands, you may use the CloneCloth technique to trim off the
extra cloth/skin.
Look At
1. Select the desired actor.
2. Switch to the Attribute tab in the Modify panel. In the Look At section, click the Pick Target button.
3. In the 3D viewer, click on a target.
Note:
l You can have the actor Look At the target object over a certain period of time and then have it stop looking
outside that time range.
l You may optionally select the sub node of the target by clicking on the button and select a desired
node in the tree view.
The actor looks at the whole object The actor looks at the sub-node
(the front wheel)
The actor looks at the camera The camera moves away (the actor rotates her head to
keep looking at the camera)
Weight and Convergence
You may drag the Look at Weight slider to adjust the rotation weight of the eyes or the head.
The slider near the Head end The slider near the Eyes end
To adjust the Eye Convergence, drag the slider to the Inward or Outward side.
The slider near the Outward end The slider near the Inward end
The Laugh motion in the Perform entry. The Walking style in the Move entry.
You may replace the default persona with a new one from the Persona library.
1. Select the actor whose persona you are about to replace.
2. In the Content Manager, switch to the Animation tab >> Persona library.
3. Double-click on one of the templates in the Template library. Take the Jimmy Toon for example.
The Confused motion in the Perform entry. The Walking style in the Move entry.
Export and Import Persona
You may export the persona of a specific actor, modify the content of the file and apply it to the original or another actor.
To export a persona, right click on the actor and select Persona/Export Persona.
Benefits
l You may attach any downloaded prop to the CloneBone to create your ideal actors, especially for creating robots.
l Easily transform any body part before or after attachment to CloneBone.
l Accessories are able to have an option for inheritance, which means you can scale the bone and the CloneBone
attached parts scale accordingly.
l Directly pick specific parts of CloneBone actors for quick motion editing - just like with regular avatars.
Creating CloneBone Actors
Adjusting Body Parts of CloneBone Actors
Motion Editing for CloneBone Actors
3. Right-click on the selected prop and select Attach, then click on the target bone node.
4. Make sure the prop is selected and the target bone node is picked in the Attach section under the Attribute tab of the
Modify panel.
5. Click the button. In the Attach to Sub-node panel, activate the Move, Rotate and Scale options (this step will
ensure that the prop follows the motion of the bone) and select the Position option. Click OK to confirm.
6. Repeat above steps to attach your props piece by piece until your actor is completed.
CloneBone only. Please switch to the tool to click on or the tools to double-click on the
desired part to select it instead of picking the whole CloneBone).
2. Go to the Attribute tab under the Modify panel and adjust the data in the Transform section to fine tune the part.
Adjusting Along the Body Proportion
If you intend to have the part to be changed along with the CloneBone's specific bone node, you may follow the steps:
1. Pick the part and make sure the Inherit relationship boxes (Move, Rotate, Scale) between the target part and the bone
node are all checked.
2. Pick the actor and go to the Avatar section under the Attribute tab.
3. Change the body proportion in an ordinary manner. Please refer to the How to Change the Proportion of Each Sub
Node of an Actor section for more information.
2. Go to the Animation tab of the Modify panel. Click the Edit Motion Layer button.
3. Select or tools to utilize the IK or FK method to modify the motion of the CloneBone actor.
Note:
l You may directly pick the specific bone node without being hindered by the props or accessories attached to it
when you are using IK or FK methods.
l Please refer to the Using the Edit Motion Layer Panel section for more information.
Alternatively, you may apply the new G5 head from the Actor tab >> Head >> G5 Character library.
3. Apply a voice file to the actor and the lip shapes will be auto-generated according to the voice content.
4. The actor talks with better lip shapes and tongue movements for specific phonemes such as for d, f, l, n, r, t, th, and v,
in comparison with the actors of the earlier version before 5.4.
Actor before version 5.4 (simple lip shape and no tongue Actor after version 5.4 (better lip shape with tongue
movements) movements)
l Creating A Face
1. Loading facial images
2. Photo enhancement
3. Importing Photo Image
4. Defining the Facial Angle
5. Adjusting the Facial Boundary
6. Adjusting the Angle and Orientation of the Face
7. Adjusting Feature Points and Contours
Use the tools on the left side of the image processing menu to adjust the usable area, quality and color settings of the image
as follows.
1 Cropping an To select only a part of the image. This can be useful when you want to select a face
image from a group photo or remove a large background area which is not needed for the
model. You can also refer to Defining the facial angle.
2 Rotating an To rotate the image by 90 degrees in the clockwise direction.
image clockwise
3 Rotating an To rotate the image by 90 degrees in the counter clockwise direction.
image coun-
terclockwise
4 Mirroring an To create a mirrored reflection of the image. This function is useful for images
image obtained from scanners or cameras.
5 Adjusting color To adjust the color levels of the image automatically. The program analyzes the color
levels auto- levels and adjusts the brightness, contrast, hue, and saturation levels to achieve
matically optimum image quality.
6 Adjusting color To adjust the brightness, contrast, hue, and saturation levels of the image manually.
levels manually Use the sliders in the menu box to adjust the values or enter the numerical values for
each parameter in the boxes next to the sliders.
7 Adjusting color To adjust the color balance manually. Drag the sliders to adjust the Cyan - Red,
balance Magenta - Green, and Yellow - Blue levels. The box next to each of the respective prop-
erties shows positive or negative values depending on the position of the slider, with
the center being zero. Click Highlights to apply these color settings to emphasize the
brighter areas. Click Midtones to apply these color settings to the entire image with
average intensity. Click Shadows to apply these color settings to emphasize the darker
areas in the image.
For more details about importing a photo, see the Importing a face photo tutorial.
5. Use the side toolbar to make any adjustments to the image as required.
For more details about photo enhancement, see Photo enhancement.
6. Click the Next button to proceed to the next step, or if the head in your photo isn't straight and needs adjustment, go to
defining the facial angle.
Note:
l Each corner of the rectangle has a small square around it. Click in the square inside the rectangle to resize the
rectangle. Click the square outside the rectangle to rotate it. Click and drag inside the rectangle to move it.
l Click and drag outside the rectangle to redraw it.
When your face is properly framed with the rectangle, click the Apply button. Click the Cancel button to abort.
Tip:
Zooming during the fitting process is recommended to ensure a good fit for your facial image.
Use the buttons on the left-side toolbars to rotate or flip the image, or adjust the color balance or contrast settings.
For more details about photo adjustment, please see Photo enhancement.
When your image is properly edited, click the Next button to proceed to the next stage, setting the facial boundary.
2. Then drag the facial boundary points to frame the oval face exactly.
Click and drag inside the rectangle to move it.
Drag the left or right boundary points to scale the rectangle horizontally.
Drag the top or bottom boundary points to scale the rectangle vertically.
Drag the corner boundary points to scale or rotate the rectangle.
Tip:
You may click the Wireframe button and cycle through different wire frame colors. This can be used if both the ori-
ginal image and the wire frames colors are the same color, as it would make it difficult to view and make corrections.
Click the Next button to proceed to the next stage, adjusting the angle and orientation of the face.
X-Z tool. Drag the mask left and right or up and down to match the mask to the angle of the face in the photo.
Click the Next button to proceed to the next stage, Adjusting feature points and contours.
Select the Move tool and drag a point to move it or drag on a contour (ex. the mouth contour) to move the group of
points.
Select the Scale tool and drag on a contour to scale the group of points.
Check the Mirror option to adjust the points symmetrically, uncheck it to switch to independent point adjustment. The
default setting is on.
Use the Dropper tool to pick the middle tone of the skin color. iClone samples the skin tone automatically for matching
the skin color. Check how the front photo blends with the profile image, if the skin tone does not match properly (this could
happen when the face is covered by something or the contrast of the photo is too high), you can pick the middle skin color
manually and check the 3D head to get a better result.
Tip:
l You may click the Wireframe button and cycle through different wire frame colors. This can be used if both the ori-
ginal image and the wire frames colors are the same color, as it would make it difficult to view and make cor-
rections.
When the features and contours on the front of the face are properly set, click the Edit Side tab to set the profile if necessary.
Move the points or the group of points the same way as in the front view. Drag the 2 vertical lines to define the texture blend
area and check the result on the 3D head.
Give the 3D head a name and save it in the default facial folder. The new head you have created is automatically applied to
the current project.
You have now created a 3D head that can be applied to any new project by double-clicking it. The new head you have created
can be found in the list of custom faces of the Head library under the Actor tab of the Content Manager.
To find a custom face, click the Facial Features button in the Avatar section under the Attribute tab of the Modify panel to
begin facial settings and go to the Head library and click the Custom tab to display the list of custom heads.
2. Apply a different head from the head library. The skin color of the head might differ from the body.
3. Go to the Material tab under the Modify panel, use the Picker tool in the Material List section and click on the head
to pick its color.
4. Activate the Affect all materials with the same name option or multi-select the same items in the list.
5. Synchronize the skin color of the head and the body in the Adjust Color section.
Basic Adjustments
1. Make sure the character is selected.
Note:
You may press the F key to quickly snap the camera to focus on the head of the character.
2. In the Modify panel, click the Facial Features in the Avatar section.
3. Pick one of the facial features by clicking its respective area on the selection dummy.
5. Repeat the same step to change the basic look of the facial features.
Note:
The functions of the buttons in the panel are:
l Randomize: Click this button to randomly set the sliders of each facial feature to create a new look of the
face.
l Reset All: Click this button to reset all sliders of each facial feature to its initial status.
l Reset: Click this button reset all sliders of the current facial feature to its initial status.
2. Click the Detail Settings button at the bottom-left corner of the Facial Features panel.
5. Drag within the pane to move its corresponding vertex on the face.
l Activate the Mirror box to enable symmetry for both sides of the face.
l You may click the Clear All button to deselect the vertices.
4. Pick one of the templates to apply the full facial morph.
5. Drag the Weight slider to adjust the strength of the facial features. You may click the Reset button at any time to
remove the effect of the template.
Weight = 20 Weight = 80
Note:
You may adjust facial feature deformation after the Face Morph has been applied, however, you can only apply one Full
Face Morph template at a time.
2. Select the actor and click on the Facial Features button in the Attribute tab of the Modify panel.
3. Click the button and the Custom icon in the Facial Features panel.
Basic head shapes in iClone Morphing Results with Weight set to 100
(Male, Female, Neutral) (Only the result of the neutral head is identical
to the template)
2. If you want to blend two Face Morph templates together, you may first apply one of them, save it by adding it to the
Content Manager/Custom library, apply it back and then add the other Face Morph template.
3. Pick any other Face Morph.
Thus, two Face Morph templates take effect on the same actor.
Note:
The randomizing function is a progressive function that continues to randomize the appearance of the face from
your last generated one. You may press the Reset All button to start from the original face or simply press the
Reset button to reset each facial feature.
8. Click the Clear button to clear all the selected green points.
9. Check Mirror to enable symmetry for both sides of the face.
l Enable the Mirror option if you want to move a selected point and its corresponding mirror at the same time.
l Selecting a point and its corresponding mirror without enabling the Mirror option will move their overall pos-
ition on the face instead of moving them closer to or further away from each other.
10. Click the Reset button to undo the last modification.
11. Click the Reset All button to revert all changes back to the beginning.
Note:
l In the selection mode, hold the Ctrl key and drag the mouse to select multiple points.
l The Detail Settings button in the Facial Features panel under the Attribute tab allows you to set the over-
all facial look, whereas the Face Key feature under the Animation tab allows you to create facial anim-
ation for an actor.
2. Move to another time frame where you wish the character to start acting.
3. Pick the character, go to the Animation >> Motion, and click the MixMoves
button in the Modify panel (Shortcut: Shift + F5).
5. Select one of the motion categories from the left tree view. The right pane auto-refreshes as well.
6. Double-click on one of the templates in the right pane. The character will start to act accordingly.
The character acts the target motion after an auto-gen- The motion clip in the timeline.
erated transition motion.
7. You may then double-click another motion template from the same or another category before or after the previous
motion stops.
The character performs the new motion with a natural The motion clips starts with a transition motion (T).
transition motion ahead of the new motion.
Note:
l IClone will automatically pause once the target pose is finished.
l If you enable the Auto Loop Motion box, then iClone will keep generating the motion without pausing
until you press the Space bar or stop playing.
l The transition motions emphasis on correctness rather than instant timing.
l You may use this feature to connect various motions with natural transition motions in order to create pro-
totypes of custom motions.
3. Switch to the Slider Control mode (default mode), and then switch to the Preset tab. Please refer to the Puppeteering
Principles for Motion Puppet Panel section for more information.
2. Click the Record button and press the Space Bar to start recording (Shortcut: Alt + Space bar).
3. Swing the mouse cursor around the puppet mark in the center of the 3D preview window, in order to control the
motion tempo with the speed of your mouse.
4. The motion will be recorded according to your mouse cursor.
Note:
l In addition to using the mouse for recording, dragging the sliders in the Slider mode can also be used to
puppeteer and record.
3. By using this method, you can extract different motions of individual body parts and combine them into a new motion,
which is also known as Multi-layer Recording method.
l Open the timeline (Shortcut: F3) and open the Motion main track of the character to view the recorded result (in clip
form).
1. Body Control Select one of the template categories from the drop-down list.
Template Cat-
egory
2. Preset and Mask tab: Select the body part of the dummy for mask puppeteering. Only the selected part will be
Mask Pane triggered during the previewing or recording process.
Preset tab: Define the motion weight of the selected body parts.
Please refer to the Slider Control and Mouse Control section for more information.
3. Save and Click these two buttons to load and save profiles.
Open Profile Please refer to the Defining Custom Motions with the Parameter Sliders section for more information.
4. Triggering Switch tabs to define a triggering method for character motions.
Methods Please refer to the Slider Control and Mouse Control section for more information.
5. Preview Click this button and then press the Space bar to preview the motions triggered by your input device
(Space bar) (Mouse by default).
6. Record Click this button and then press Space bar to start recording a motion clip. When you move your mouse
(Ctrl + Enter) during recording, the results will be captured as a clip and stored into the Motion track.
Motion with a lower Speed value. Motion with a higher Speed value.
The preset walking motion. Lowered Hips Lowered Hips + Lean Forward
Note:
l Click the Play button on the play bar to view the puppeteering recording results.
l The mouse movements trigger the motion of the character. Swing the mouse cursor around the mark, in the center of
the working area, to puppet the body motion.
Various partial motions are produced by hovering the cursor at different positions around the mark.
Note:
l The Exaggeration value must be set before Previewing or Recording when you use the Mouse Control
mode.
l The Speed of motion is decided by the speed you hover your mouse.
l Click the Play button on the play bar to view the puppeteering recording results.
2. In the Motion Puppet panel, select the Basic Walk preset from the Base Motion category.
4. Start to preview (hotkey: Space bar) or record (hotkey: Alt + Space bar).
5. The character then starts to perform the preset motion in a loop. You may drag the Speed sliders to affect the motion
in real-time. Because the Speed value decides the speed of the looping motion, you may use it to match the distance
of the path.
One step by a lower Speed value. Two steps by a higher Speed value.
Masking Puppeteering
1. Select one of the presets in the Base Motion.
2. Make sure that you have switched to the Mask tab in order to show the body dummy.
3. Press the Space Bar to start previewing. (Or click the Preview button and press the Space bar)
Multi-Layer Recording
Multi-layer Recording is about recording character motions, layer by layer. It is helpful when you need to do mix-recording.
This way, the character can generate thousands of motion combinations from a limited number of templates.
1. Follow the Masking Puppeteering procedure described earlier on this page, and record a motion of a specific body
part.
5. Repeat to record motions of individual body parts (layer by layer). This way you may generate a whole new motion with
your own puppeteering.
Note:
l If you do not select other body parts in Step 3, then the motions recorded in Step 1 will be overridden.
l Click the Play button on the play bar to view the puppeteering recording results.
4. Start to preview or record. The character will keep repeating the motion.
Offset Sliders
These sliders are mainly affecting the position or offset of each joint. They are useful for defining the basic appearance of a
character with different slider status combinations. Furthermore, the motion templates can then be applied to male or female
characters by simply adjusting the body part offsets.
Basic idle motion Lean Forward Lower Hips Elbow Out Actor Changed
Shoulders Down
Slouch More
Man to Woman
Male depressed Elbow In Hands Back Narrow Stance Toes In Actor Changed
motion
Woman to Man
Female idle Shoulders Down Upright More Wide Stance Toes Out Actor Changed
motion
Happy to Depressed
2. At the right side of the panel, choose one of the radio buttons in the Puppet section. The buttons in the Move group
are for moving the selected effector points; the ones in the Rotate group are for rotating the selected effector points.
4. If some other effector points are triggered to move during preview, which is not what you want, then select the effector
points and activate the Lock Move or Lock Rotate boxes; the effector points will be locked from being moved or
rotated.
5. Repeat Step 1 to 3. The locked body part will not be triggered to move.
6. If you are satisfied with the preview results, then click the Record button and press the Space Bar
to start recording (Shortcut: Ctrl + Enter). You may repeat the steps described above and apply to other effector points
for multi-layer recording.
Note:
l Click the Play button on the play bar, in order to view your recording results.
l : A selected effector point. You may use it to lock the corresponding body part or puppeteer the
effector point to produce movements for the corresponding body part.
l : A free effector point. Auto-update the location and orientation of the corresponding body part
when you are puppeteering another body part.
l : A move-locked effector point. It causes the corresponding body part not to move when you are
puppeteering another body part.
l : A rotate-locked effector point. It causes the corresponding body part not to rotate when you are
puppeteering another body part.
l : A locked effector point. It causes the corresponding body part not to move nor rotate when you
are puppeteering another body part.
l : A quick lock. Use it to quickly lock or unlock the T and R ( ←→ ) of the corresponding body
part.
Please refer to the Locking Bones section for more information.
2. Preview Click this button and then press the Space bar to preview the motions triggered by your input device (Mouse
(Space bar) by default).
3. Record Click this button and then press Space bar to start recording a motion clip. When you move your mouse dur-
(Ctrl + Enter) ing recording, the results will be captured as a clip and stored into the Motion track.
4. IK Settings l Enable the Mirror option so that you can simultaneously adjust the effector points of both limbs.
l Enable the Realistic Shoulder option so that when you move the character’s elbows or hands
higher than the shoulders, the shoulders will raise automatically.
l Select either/both boxes in the Pinning section to lock either the Move and/or Rotate values of any
particular effector point.
l Please refer to the Locking Bones section for more information.
5. Triggering Switch tabs to define a triggering method for character motions.
Methods Please refer to the Direct Puppeteering - Move and Direct Puppeteering - Rotate sections for more inform-
ation.
Lock Move
If you use the Lock Move, then the corresponding body part will be pinned to where it is. So that when you move another body
part, it still remains.
1. Apply a character with a start pose. You may need the left hand and foot to be pinned when you move another body
part.
2. In the dummy pane, select the left hand and foot effector points and activate the Lock Move (Direct Puppet panel) or
the Pinning Move (Edit Motion Layer panel) box.
This is what you see if the orientation of the head is not locked.
Lock Rotate
When an effector point is moved, and you do not want another specific body part to rotate itself, then you can use the Lock
Rotate feature.
1. Apply a character with a start pose. You may need to lock the head orientation when you move another body part.
2. In the dummy pane, select the head effector point and activate the Lock Rotate (Direct Puppet panel) or the Pinning
Rotate (Edit Motion Layer panel) box.
You may also right click on one of the effector points to quickly switch its status.
This is what you see if the rotation of the head is not locked.
Realistic Shoulder
If you want to produce a motion layer key or a puppeteering a motion with the hands raised up high, then you need to activate
this box. It ensures you with optimized results.
Shoulder shrugs.
Note:
l Please note that if you select any effector point that is , , or , then you can still move, rotate or even
puppet it because your control has higher priority than the locks or pins.
l Only in the Edit Motion Layer panel can you select multiple effector points by holding your Ctrl key and clicking
on the desired effector point.
Screen-based Movement
This is a way to puppet a body part on the plane of the screen. Take note that the angle of the camera does affect the pup-
peteering result. This is the freest puppeteering mode available; however, the body part may sometimes penetrate the body.
Rotate the camera viewing plane. The screen-based puppeteering result changes.
Use Horizontal Movement to puppeteer the left hand. The hand can only be puppeteered on the horizontal
plane.
Use Vertical Movement to puppeteer the right hand. The hand can only move along the vertical plane. It is
highly suggested that you rotate the camera so that the
camera viewing plane is parallel to the wall.
Note:
When you are previewing or recording, you may press 1, 2, or 3 to switch to another move mode.
Screen-based Rotation
This is a way to rotate a body part on the plane of the screen. Take note that the angle of the camera affects the puppeteering
result. This is the freest puppeteering mode available.
Rotate the camera viewing plane. The screen-based puppeteering result changes.
Hover your cursor left and right. Hover your cursor up and down.
Basically, when you move your mouse left and right, the Primary Rotation mode rotates the bone around its long axis.
However, there are some body parts that have different primary rotate directions.
Secondary Rotation
The Secondary Rotation rotates the body part around its less used rotation pattern. When you move your cursor up and
down, the rotation is identical to the Primary Rotation mode; however, as you move your cursor left and right, the body part
rotates in a rare rotation direction.
Move your cursor left and right; the rotate direction is dif- Move your cursor up and down to have the same results
ferent, which is an uncommon rotation pattern. as with the Primary Rotation mode.
Note:
When you are previewing or recording, you may press 4, 5, or 6 to switch to another rotate mode.
Multi-Layer Recording
1. Apply a character. Initially, it is still with only an idle pose.
Toggle the Screen-based Movement mode and record the hip panning to the left motion.
5. Go to the same start frame again and repeat the last step for other body parts.
Toggle the Screen-based Movement mode and record the leg stepping aside motion.
6. You may optionally rotate the camera to another view to puppeteering another body part.
Toggle the Screen-based Movement mode and record the hand stretching up motion.
Toggle the Primary-Rotation mode and record the waist rotating motion.
Note:
l If you are not satisfied with a motion outcome of a certain body part, then you may individually remove the
motion and record again. Please refer to the Removing Motions of Body Parts for more information.
l Click the Play button on the play bar to view the puppeteering recording results.
2. Use the Masking Puppeteering and Multi-Layer Recording in the Motion Puppet panel, or the Multi-Layer Recording in
the Direct Puppet panel to puppet and record the motion for the static body part.
Note:
l After puppeteering, the original motion of the body part will be replaced with the puppeteered motion.
l If the underlying motion has intense movements, and you want to puppet and rotate a specific body part,
then it is highly suggested that you use the Primary Rotation or Secondary Rotation modes in the Dir-
ect Puppeteering - Rotate method.
Only one clip in the track. Motion Puppet - Record from the same Direct Puppet - Record from the same
start frame. start frame.
The original clip is trimmed off where you The new motion is blended into the ori-
stop puppeteering. ginal motion clip.
Start from the Middle of the Previous Clip
If you puppet and record a new clip from the middle frame of the previous clip, then you will produce two clips in the track. You
may drag to move both clips, or do further editing to them.
Only one clip in the track. Motion Puppet - New clip trimmed off Direct Puppet - The new motion is blen-
the original clip. ded into the original clip.
l : A selected effector point. You may use it to lock the corresponding body part or move the
effector point to offset the corresponding body part.
l : A free effector point. Auto-update the location and orientation of the corresponding body
part when you are editing another body part.
l : A move-locked effector point. It causes the corresponding body part not to move when you
are editing another body part.
l : A rotate-locked effector point. It causes the corresponding body part not to rotate when you
are editing another body part.
l : A locked effector point. It causes the corresponding body part not to move nor rotate when
you are editing another body part.
l : A quick lock. Use it to quickly lock or unlock the T and R ( ←→ ) of the corresponding
body part.
Please refer to the Locking Bones section for more information.
3. Editing Extend The bone or bones that are applied with spring effects can be manually animated by clicking this but-
Bones ton when the spring effects are turned off.
4. Default / Click these two buttons to retrieve the base pose. Please refer to the Setting Default Keys and Reset-
Reset Pose / ting Motion Layer Keys section for more information.
Set as Default
5. Bone Displaying Activate the Bone Edit Mode box to show the bones or the bounding boxes for each body parts, which
Methods facilitates the picking of the parts.
l Bone Size: Adjust the bone size for more easier picking or to avoid obstructing the character.
l Activate the Affect to all bones box so that the adjustments in this panel affect all bones
instead of a single one.
l Display Settings: Determine the color and opacity of the bone(s).
6. IK Settings When you are editing an effector point, the status of other effector points can be defined in this section.
Please refer to the sections below for more information:
l Using the Edit Motion Layer Panel
l Locking Bones
7. Adjusting Use the palm dummies to set hand gestures for the selected character.
Fingers
8. Bake Constraint Click this button to create a new motion layer key by baking the constraint keys, which is especially
useful for preserving the Reach key.
2. Click the Edit Motion Layer button under the Animation tab of the Modify
panel.
3. Set a motion key by editing the effector points in the dummy pane. Please refer to the Using the Edit Motion Layer
Panel section for more information.
Setting another motion layer key. The motion layer keys in the tracks.
3. The in-between animation is automatically generated.
2. Click the Edit Motion Layer button under the Motion tab of the Modify panel.
3. Move to the specific time where you want to overlay the offset key in the clip.
4. Select and adjust the effector points you wish to edit with the or tools. The key will automatically be
added into the Motion Layer track and be blended in the pose of the motion in the Motion track. Please refer to the
Using the Edit Motion Layer Panel section for more information.
Adding a motion layer key for offsetting bones. The motion layer keys affect the motion clip.
The Default Pose of the embedded G5 (generation 5) The Default Pose of the embedded G5 (generation 5)
male - Chuck. female - Gwynn.
Note:
Please note that the Default Pose is different from the T pose or Y pose (as shown in the illustration below) that other
traditional 3D editing tools usually use. If you want to use these poses, then you can find them in the Motion >> 00_
Pose library under the Animation tab of the Content Manager.
2. Click the Animation >> Remove Object Animation command from the main menu bar; or right-click on the char-
acter, then select Remove Object Animation from the right-click menu.
3. The character's default pose will be replaced by the current pose.
4. Click the Default button in the Edit Motion Layer panel.
5. You can click this button at any time frame to retrieve the default pose. A motion layer key will be automatically added
into the Motion layer track and its sub-tracks.
2. Go to the desired frame, set one Motion Layer key to tune the bone offsets for the Perform motion.
3. If you are not satisfied with the result then you may want to reset all the offsets:
l Delete this key and add a new key again.
l Click the Reset button in the Edit Motion Layer panel.
The Reset button actually adds a motion layer key that gives the priority back to the underlying motion clip.
4. Go to another frame. Click the Reset button again. The transition motion between the keys will auto-generate.
The Default Pose of the embedded CC male - Chris- The Default Pose of the embedded CC female -
tian. Natalie.
2. Click the Animation >> Edit Motion Layer command from the main menu bar.
3. Adjust the pose of the character with the controls in the panel.
7. Each time you apply this new character, the default pose will be the one you designed in the previous steps.
2. Apply any G3 motions to it. You may then find visual artifacts in the character.
Artifacts of the G3 Motion
1. Click the Edit Motion Layer button under the Motion tab of the Modify Panel.
2. Select the Pelvis effector point. Move it up to straighten the knees.
Push the elbows back and rotate them to loosen the arms.
7. Drag down on the Palm effector points so that the palms close a bit.
Lock Move
If you use the Lock Move, then the corresponding body part will be pinned to where it is. So that when you move another body
part, it still remains.
1. Apply a character with a start pose. You may need the left hand and foot to be pinned when you move another body
part.
2. In the dummy pane, select the left hand and foot effector points and activate the Lock Move (Direct Puppet panel) or
the Pinning Move (Edit Motion Layer panel) box.
This is what you see if the orientation of the head is not locked.
Lock Rotate
When an effector point is moved, and you do not want another specific body part to rotate itself, then you can use the Lock
Rotate feature.
1. Apply a character with a start pose. You may need to lock the head orientation when you move another body part.
2. In the dummy pane, select the head effector point and activate the Lock Rotate (Direct Puppet panel) or the Pinning
Rotate (Edit Motion Layer panel) box.
You may also right click on one of the effector points to quickly switch its status.
This is what you see if the rotation of the head is not locked.
Realistic Shoulder
If you want to produce a motion layer key or a puppeteering a motion with the hands raised up high, then you need to activate
this box. It ensures you with optimized results.
Shoulder shrugs.
Note:
l Please note that if you select any effector point that is , , or , then you can still move, rotate or even
puppet it because your control has higher priority than the locks or pins.
l Only in the Edit Motion Layer panel can you select multiple effector points by holding your Ctrl key and clicking
on the desired effector point.
2. Click the Edit Motion Layer button under the Motion tab of the Modify Panel.
3. The Edit Motion Layer window appears for you to control.
4. Focus to the character's hand effector point and rotate the wrist.
5. You may also curl all the fingers all at once by dragging the palm control.
Dragging Up Result: Fingers Curl Outward Dragging Result: Fingers Curl Inward
Down
Dragging Left Result: Fingers Close Dragging Right Result: Fingers Spread Open
6. Press and drag the dummy's dark grey part of the fingers to set gestures.
Dragging Up Result: Finger Curl Outward Dragging Result: Finger Curl Inward
Down
Child node selected Offsets of all nodes in the chain gets affected
What is FK
FK, Forward Kinematics, is how the positions of particular parts of a model at a specified time are calculated from the pos-
ition and orientation, together with any information on them of an articulated model.
To sum up, FK refers to the effect on the child nodes as the parent moves or rotates.
5. Drag your mouse in the 3D viewer, the right arm thus moves along with your cursor in the 3D scene. To precisely move
the target node in the 3D scene from a 2D mouse movement, please make your target body parts face right to the
camera.
Note:
The blue box shows the start bone of the IK chain, which means the parent of the start bone will be fixed to pre-
vent from moving, so only from the Blue Box to the Yellow Box will move.
2. Click the Edit Motion Layer button under the Animation tab of the Modify panel.
6. You can also enter numbers in the XYZ fields to set precise angles.
You can then use the FK method to set the rotation for all bones to generate a custom pose.
Launching Panels
According to the type of the object you select, the panels for editing with IK/FK methods are a little bit different. You need to
launch the Edit Extend Motion Layer panel:
l Standard and Non-Standard Actor: Modify Panel >> Animation tab >> Edit Motion Layer button >> Edit button.
l Non-Human Actor: Modify panel >> Animation tab >> Edit Motion Layer button.
At the top-right corner, you may see the Bone Edit Mode box and the Bone Settings button.
l Bone Size: Adjust the bone size for adequate picking or to get a better view of your character's mater-
ial/mesh.
l Activate the Affect to all bones box to ensure that the changes affect all the bones and not just the
selected one(s).
l Display Settings: Determine the color and opacity of the bone(s).
FK Method
1. Select an actor and launch the panels as described in the previous section.
Click on the actor to pick the bone. Click bone in the panel.
4. Use the rotate gizmo to rotate the selected bone.
Please refer to the What is IK/FK and How to Use FK sections for more information about FK.
Ctrl-click to anchor the start of the IK chain. Click another bone as the end of the IK chain.
5. Use the move gizmo to move the selected bone and affect the entire IK chain.
Please refer to the What is IK/FK and How to Use IK sections for more information about IK.
2. Move to another time frame where you wish the character to point at the target object.
3. Pick the character, click the Reach Target button under the Animation tab of
the Modify panel to access the Reach Target panel.
4. Select the right hand effector point from the left dummy pane.
The character reaches out the right hand and points at The reach target key in the timeline.
the prop.
Note:
Please note that the body part of the character only points at the target after this step.
6. Optionally change the hand gesture so that the character really looks like its pointing at the target.
7. Move to another forward time frame. Select the same effector point and then click the Release button.
8. The character then stops pointing at the target.
The character gradually puts down his right hand. The release key in the timeline.
Note:
l After releasing the target, you may then have the character point at another object.
l If you set Reach Target keys to the Pelvis or Chest effector points, then they will instantly snap to the tar-
get's pivot. You can drag them back where they are by Keeping the Original Poses or Motions to the
effector points of the limbs.
If the durations are prolonged, then the reaching or releasing motions will be slower.
Note:
Transition Keys will only appear when the Path or Release keys are selected.
Drag the transition keys away from the Reach Target and Release keys. The motions are slower.
Drag the Transition keys close to the Reach Target and Release keys. The motions are quicker.
1. Dummy Pane Select one of the effector points to reach the corresponding bone to a specific target object.
Icons:
l : A selected effector point. You may use it to set or release reach keys of corresponding body
parts.
l : A free effector point. Its corresponding bone will be driven to move by the motions of the other
bones.
l : A reaching effector point. It causes the corresponding body part to contact with a target object.
l : A motion-compelling effector point. It causes the corresponding body part to act its original
pose or motions.
2. Target Setting Use the controls in this section to set keys to change an effector point to a different status.
Please refer to the sections below for more information:
l Using the Reach Target Panel
l Character Contacting with Targets
l Keeping Original Poses or Motions
2. Have the character's right hand point at the coffee cup. Please refer to the Using the Reach Target Panel section for
more information.
3. If you wish the hand to contact with the cup, then press the Reach to... button to open the Reach to Sub-Node
panel.
4. Activate the Reach Object box under the Reach Mode group so that the hand will be snapped and aligned to the pivot
of the coffee cup.
2. Have the character's right hand touch the king (Please refer to the Character Contacting with Targets section for more
information). All body parts are driven to move because of the Reach Object mode.
l The right hand touches the king ( which means that its corresponding body part
sticks to the target).
l The left hand and legs penetrate each other.
l The hip moves and sinks into the box.
l The left leg goes through the supporter.
3. To keep the pose, select one of the effector points in the dummy pane (multi-selection is not allowed). Click the Lock
to Original button.
2. Make sure the character is selected, open the Reach panel and select both hands (hold the Ctrl key for multiple select-
ing).
3. Click the Reach Effector button. The effector of the hands show and the hands automatically reach to them.
5. Adjust the body parts with the Edit Motion Layer panel.
2. You probably see that the feet are sliding when the character acts
3. Open the Reach panel, and with the Ctrl key pressed and hold, select the target body parts (in this case, the both
ankles).
5. The corresponding effectors will show and the body parts will reach to the effectors automatically.
6. The feet are pinned to the dummies and will not slide anymore.
2. Attach two primitive props (the lower the polygon the better) to the paddle to be the targets of both hands. Set them as
dummy.
3. Set the two hands to reach to the dummies, and also activate the Reach Object and Rotation modes (You might
sometimes encounter flipping issues in the body parts).
4. Rotate the pivot of the dummies so that the hands rotate in the correct direction.
5. Adjust the body parts by using the Edit Motion Layer panel.
6. Select the parent prop of the dummies (in this case, the paddle) and set transform keys to animate the prop. You may
also use the Prop Puppet panel to quickly animate the paddle.
Manually set transform keys to the paddle (left illustration) or use the Prop Puppet panel to add keys to the
paddle (right illustration).
2. You probably see that the feet are sliding when the character acts
3. Apply two primitive props (the lower the polygon the better) to the feet of the character. Set them as dummy.
4. Set the two feet to reach the dummies, and also activate the Reach Object mode.
5. The feet are pinned to the dummies and will not slide anymore.
Issue
l The character's hip is set to reach to an effector and the effector is rotated.
l Use the IK mode (Edit Motion Layer panel) to edit the pose of the character. The direction is totally incorrect when
you use the Move or Rotate tools to adjust the bones.
3. Open the Edit Motion Layer panel. Click the Bake Reach Key button.
A. Microsoft's Kinect Sensor: Captures and passes human body motion data to the mocap device plug-in.
l Make sure that the power supply of the sensor has been plugged in properly.
Mocap Device Plug-in FAQ.
l Successfully install your Kinect Sensor on your Windows PC.
l To purchase a Microsoft Kinect Sensor, please visit:
Where to Buy.
l The sensors compatible with iClone motion-capture are:
Mocap Device Plug-in - Xbox 360 Mocap Device Plug-in - Xbox One
for Kinect for Xbox 360 for Kinect for Xbox One
C. Mocap Device Console in iClone: Receives motion data and applies it to a virtual character.
Please follow the two main steps in order to connect your Microsoft Kinect Sensor to iClone.
Mocap Device Plug-in - Xbox 360 Mocap Device Plug-in - Xbox One
for Kinect for Xbox 360 for Kinect for Xbox One
2. Click the Connect or buttons to start receiving data from the depth camera.
3. Face the depth camera. Perform an "H" pose. For more information about using the plug-in, please refer to the Using
Mocap Device Plug-in - Xbox 360 and Using Mocap Device Plug-in - Xbox One sections.
Basic H pose Recommended H pose - This ensures the best knee res-
ults during motion data capture.
Note:
The benefits of H pose:
l The Device Mocap Plug-ins can determine the best position of body joints for better motion capture.
l The infrared from the camera should not be blocked by any of your body parts or limbs.
4. Hold the pose and wait until the plug-in finishes the countdown. Now your motions can be converted into motion data
and sent to the plug-in.
2. Go to Animation >> Motion, and click the Device Mocap button in the Modify panel.
4. Depending on the installed location of your Microsoft Kinect Sensor you may :
l Local: If the Microsoft Kinect Sensor is installed on your local machine, then choose this radio button.
l Network: If the Microsoft Kinect Sensor is installed on another computer on the network, then choose this
radio button, type in the IP Address of the computer and then click the Connect button again to receive motion
data from the plug-in on that computer. It is useful when the other computer is faster than your local computer.
5. From the dummy panel, select the body parts that you intend to capture motions from. Please refer to the Multi-layer
Capturing section for more information.
6. Click the Preview button, and press the Space Bar to preview your real human motions on the virtual
character (Shortcut: Space bar).
7. Click the Record button and press the Space Bar to start recording (Shortcut: Alt + Space bar).
Note:
l If you are using iClone with the Device Mocap Plug-ins by yourself, then you can use the Body Com-
mand feature to start, or stop the Preview, or Record procedure remotely instead of pressing the Space
Bar.
l Adjust the Smoother slider value so that the captured motion will become smoother and eliminate jit-
tering. However, keep in mind that higher smoother values will require more system resources.
l Please note that if you move you limbs closely, or overlap them, then this will cause occlusion with your
torso, and the hands of the virtual character may penetrate its own body. Please keep your limbs away
from your body with enough distance for optimized motion results.
Hands closely crossed in front of the body. Character's hands penetrate the body.
Mirror = Off
Activate the Mirror box and then you may control the character as if using a mirror.
Mirror = On
Installing the Mocap Device - Microsoft's Kinect for Xbox 360 & Microsoft's Kinect for Windows
Because of the Microsoft's Kinect for Xbox 360 and Microsoft's Kinect for Windows limitations (may be different
depending on the brand of the camera), the optimized capturing range of the camera is shown below:
l Side view of the Microsoft's Kinect for Xbox 360 and Microsoft's Kinect for Windows.
l Top view of the Microsoft's Kinect for Xbox 360 and Microsoft's Kinect for Windows.
l Therefore, the best positions for the Microsoft's Kinect for Xbox 360 and Microsoft's Kinect for Windows is to
place it in front of you in higher than 1.5 meters:
Installing Mocap Device Plug-in - for Xbox 360 and for Windows
The Mocap Device Plug-in is an application that receives the motion data from your Microsoft's Kinect for Xbox 360 or
Microsoft's Kinect for Windows and connects it with your iClone. You can get this plug-in from the official Mocap Device
Plug-in website.
3. Follow the instructions to finish the installation of the Mocap Device Plug-in.
Note:
l If the computer where you installed the plug-in and the Microsoft's Kinect depth camera is on an
intranet, and you wish to share the device with another computer where iClone is installed, then you need
to write down the IP address of the shared computer.
4. If you are prompted with a message for installing the driver for your depth camera, then click Install unless you have
installed the driver before.
l Therefore, the best positions for the Microsoft Kinect for Xbox One is to place it infront of you, higher than 1.5
meters:
1. Start the Mocap Device Plug-in by clicking the icon on the desktop.
2. Click the Connect button to connect the plug-in with your Microsoft's Kinect Sensor, and start
receiving motion data from it.
3. Please notice that there are four red icons at the left-top of the preview window. Only when these four icons turn green
will the plug-in work properly.
Your body turns bluish or purple as soon as the plug-in detects you. The first icon will turn green.
5. After the plug-in calculates the skeleton structure for you, then the second icon turns green.
l Wrist and Head motions will not be captured as the plug-in only detects forearm and neck movements.
However, if your operating system is Microsoft Windows 7 or above, and you have installed the
Microsoft's Kinect Sensor, then the wrist and head motions can be detected and captured.
General detection result. Wrists and head motions are detected with Microsoft's
Kinect Sensor installed on Microsoft Windows 7 or
above.
Hold the pose and wait until the end of the countdown.
8. After the count down, the OK icon turns green. You may then move your body for the plug-in to capture your motions.
You can now start to move. Your motions will be captured afterwards.
9. You may then go to iClone and use the Preview or Record buttons of the Mocap
Device Console to receive the motion data from this plug-in.
Note: Optimize the Captured Results
l If you are using iClone with Device Mocap Plug-in by yourself, you may use the Body Command fea-
ture to start or stop the Preview or Record procedure remotely instead of pressing the Space Bar.
l If you wish to have the best capture results, then you need to keep your environment or the background as
simple and uncluttered as possible. A cluttered environment can cause false detection in the sensor,
which generates inappropriate motion data.
l Gentle but sufficient lighting is highly recommended.
l Because the reflection of the floor may interfere with the sensitivity of the sensor, please stand on a non-
reflective floor or carpet.
l Some very dark and black clothes can absorb the infrared signals the Kinect uses to track motions, so try
wearing lighter colored clothes.
l Do not let things such as furniture obscure any body parts.
l By clicking the Mini View button on the top-right of the plug-in, you may use the mini view port of the plug-in for
better view and control in iClone.
1. Open the Mocap Device Plug-in panel and click the Connect button.
2. Go to iClone, select a character and open the Device Console (Shortcut: Shift + F8) panel. Click the Connect
button to connect the Device Console to the Mocap Device Plug-in - Xbox 360.
3. Go back to the Mocap Device Plug-in - Xbox 360 and activate the Body Command box.
4. The preview window of the Mocap Device Plug-in - Xbox 360 will instantly display Preview and Record hotspots.
5. Follow the standard steps for the Mocap Device Plug-in to calibrate your skeleton properly.
6. After the calibration countdown, you will see two hand icons that follow your hands as you move.
l Move the right hand icon to touch the Preview hotspot and hold the pose for one second to start the previewing
mode.
l Move the left hand icon to touch the Record hotspot and hold the pose for one second to start the recording
mode.
7. When you want to stop previewing or recording, then you may move both hand icons to touch the marks and hold
the pose for one second; the previewing or recording mode will stop.
l Therefore, the best position for the Kinect for Windows to be is in front of you at a height of more than 2.5 meters:
However, if you do not have enough space to locate the sensor as shown above and you only want to capture the upper body
movements, or you do not want the sensor to be located far away from you, then you can use the Near Mode feature of the
plug-in.
l This allows you to place the Kinect for Windows beside you where you can touch it. You can move forward closer to
the sensor and your personal computer for operating.
1. Open the Mocap Device Plug-in panel and click the Connect button.
2. Go to iClone, select a character and open the Device Console (Shortcut: Shift + F8) panel. Click the Connect
4. Start to preview or record. Rotate your head and the motion will also be captured to affect the selected character in
iClone.
Head rotating left and right Head rotating up and down Head tilting left and right
3. At the Floor Adjustment section of the Device Mocap Plug-in, you will see three adjusting sliders.
4. Move around where you are and have your assistant gradually modify the floor adjustment settings by observing the
status of the character and dragging the corresponding sliders.
Adjust the Front-Back Rotation Adjust the Left-Right Rotation slider. Adjust the Height slider.
slider.
5. After you have obtained the ideal settings for your floor adjustment levels, you may start to record your motions.
1. Start the Mocap Device Plug-in - Xbox One by clicking the icon on the desktop.
2. Click the Connect button to connect the plug-in with your Microsoft Kinect Sensor, and start
receiving motion data from it.
3. Please notice that there are two red icons at the top-left of the Preview window. Only when these two icons turn green
will the plug-in work properly.
4. Move away from the sensor about 2.5 to 5 meters. Face the camera. When the camera detects you, the upper icon
will turn green.
Hold the pose and wait until the end of the countdown. The two icons turn green and then you are free to move
for motion capturing.
Note:
l The countdown will not start if any one of the joint points are red.
l To ensure that the joint points are not red, then make sure you face the camera and your limbs are not con-
cealed by anything; "H" pose is highly recommended for the best detection results.
7. After the countdown, you can move your body for the plug-in to capture your motions.
2. One of the actors can start to perform the motion capture.
The motions performed by the first actor will be passed to the character in iClone.
3. Right-click on the other actor.
4. Now the other actor can be in charge of performing the capture.
The motions performed by the other actor will be passed to the character in iClone.
l By clicking the Mini View button on the top-right of the plug-in, then you may use the mini view port of the
plug-in for better view and control in iClone.
1. Open the Mocap Device Plug-in panel and click the Connect button.
2. Go to iClone, select a character and open the Device Console (Shortcut: Shift + F8) panel. Click the Connect
4. Follow the standard steps for the Mocap Device Plug-in to properly calibrate your skeleton.
5. After the calibration countdown, you will see two hand icons that follow your hands as you move.
l Move the right hand icon to touch the Preview hotspot, and hold the pose for one second to start the pre-
viewing mode.
l Move the left hand icon to touch the Record hotspot, and hold the pose for one second to start the recording
mode.
6. When you wish to stop previewing or recording, then you may move both hand icons to touch the marks and hold
the pose for one second; the previewing or recording mode will then stop.
l Therefore, the best position for the Kinect for Windows to be is in front of you at a height of more than 2.5 meters:
However, if you do not have enough space to locate the sensor as shown above and you only want to capture the upper body
movements, or you do not want the sensor to be located far away from you, then you can use the Near Mode feature of the
plug-in.
l This allows you to place the Kinect for Windows beside you where you can touch it. You can move forward closer to
the sensor and your personal computer for operating.
1. Open the Mocap Device Plug-in panel and click the Connect button.
2. Go to iClone, select a character and open the Device Console (Shortcut: Shift + F8) panel. Click the Connect
4. Start to preview or record. Rotate your head and the motion will also be captured, affecting the selected character in
iClone.
Head rotating left and right Head rotating up and down Head tilting left and right
3. Click the button on the top of the Device Mocap Plug-in - Xbox One panel.
4. You will see the panel with three adjusting sliders on it.
Adjust the Front-Back Rotation Adjust the Left-Right Rotation slider. Adjust the Height slider.
slider.
3. Go to the Animation >> Motion, and click the Device Mocap button in the Modify panel.
are able to receive motion input). Please note that you may click the button to deselect all body parts.
For more information about the Full Body and Upper Body modes, please refer to The Best Mode for Capturing
Upper Body Motions section.
5. Click the Preview button and press the Space bar to preview the motion pattern (Shortcut: Space
bar).
6. Click the Record button and press the Space Bar to start recording (Shortcut: Alt + Space bar).
Real human motion. Only the right hand receives the motion data.
7. Go to the start frame where you recorded the previous motion.
8. Select another body part from the dummy pane.
2. Open the Device Console panel (Shortcut: Shift + F8). Select only the upper body part of the dummy.
The pelvis rotates along with the angle of the upper body, which causes the feet to float in the air.
l It is highly recommended that you switch to the Upper Body mode, which is also the best mode for only cap-
turing your upper body motions.
The angle of the pelvis is constrained so that the feet remain where they are without being driven to move.
2. Open the Device Console panel (Shortcut: Shift + F8). Switch to the Upper Body mode and select the upper body
part of the dummy.
3. Preview or record your upper body motions. You may see the difference when you select the upper body parts in either
the Full Body or Upper Body modes.
The legs are driven to move in the Full Body mode The legs are not driven to move in the Upper Body
when the upper body leans backward. mode when the upper body leans backward.
The default hand gesture. The hands are stiff while capturing motions.
In order to have the hands with custom gestures while you are capturing motions, please follow the steps below:
1. Select the character and go to the start frame.
2. Open the Content Manager and go to the Animation category >> Template tab >> Animation Template root >>
Hands library:
4. Right click on the character and select the Remove Object Animation from the right-click menu. This step ensure
the character's hands to be the relaxed one as applied without redundant hand clips on the timeline.
5. Start motion-capturing again. The hands will remain the gesture, which is natural as the character moves.
2. Open the Device Console panel (Shortcut: Shift + F8). Switch to the Full Body mode.
3. Select all body parts of the dummy.
4. Start to preview and move your body to see the captured result. You may sometimes find the character's legs will
twist.
5. Stop previewing and activate the Knee rotation constraint box to lock the knee angles from rolling.
6. Start to preview again. The twisting legs issue should be resolved.
Note:
Please note that when the Knee rotation constraint in activated, your knees' rotations are filtered out, which may
cause some specific leg motions to display incorrectly.
2. Open the Device Console panel (Shortcut: Shift + F8). Switch to the Upper Body mode.
3. Select all body parts of the dummy.
4. Start to preview and rotate your body to see the captured result. The feet of the character are static because the feet
motions are filtered out in this mode.
5. Stop previewing and deactivate the Lock foot rotation box to unlock the feet from rolling.
6. Start to preview again. The feet will begin to rotate along with the upper body motions.
iAcc to Actor
When an iAcc is dragged onto an actor, the actor inherits all the actions embedded in the boxing gloves.
The actor can now perform all the performance of the boxing gloves as well.
Actor to iProp
When an iProp is dragged into the scene, the last-clicked actor controls the performances embedded in the iProp.
Note:
Please refer to the Actor, iProp and iAcc section for more information.
iAcc to Actor
1. Let's see what happens to the right-click menu before we drag anything to the actor.
Notice in the perform section, the actor only holds fewer motions.
2. Drag an iAcc to the actor.
3. Right-click on the actor again to see the difference.
The actor's performance has increased by adding the actions embedded in the Boxing Gloves.
Actor to iProp
1. Add a bed to the scene.
4. Link the character to the prop and adjust the character to an ideal position.
8. Select the prop and set transform keys to the prop via the Prop Puppeteering method. Since the character is linked to
the prop, the character will move along with the prop.
In order to make the character facial animations more expressive, the outdated and inadequate expressions of the past
iClone system have been revamped. Whether using Face Puppet, Face Key, or Face Mocap (version 7.x), all of these
tools will use the new, more thorough control system. This system will also be backwards compatible, letting all users enjoy
the new control system while keeping the integrity of previously created work.
The new facial control system is explained in the sections below:
l Creating Voice Script
l New Facial Expression System Structure
l Facial Puppeteering
l Face Key Editing
l Facial Timeline
2. Switch to the Modify panel >> Animation tab >> Motion section >> Facial group and click the Create Script button.
3. Click on either one of the buttons in the coming panel to determine the method for generating a voice script.
l Record Voice: Use this command to directly record a voice to create a voice script for the character.
l Text-To-Speech: Use this command to convert desired text into a voice script for the character.
l Wave File: Use this command to load an audio file (*.wav, *.mp3) as the voice script for the character.
l CrazyTalk Script: Use this command to load a CrazyTalk script file (*.cts, *.clp, *.rlTalk) as the voice script for
the character.
Note:
You may also open the panel by selecting the character and then execute the Animation menu: Animation >>
Create Script command.
4. The character will start to talk (without any facial expression).
The wave line may be used as a reference for adding lip-synching keys.
5. In the Lips Track, you may see the auto-generated keys.
6. If you wish to add new keys, then double-click on the empty frame cell found inside the track in order to open the Lips
Editor panel.
7. If you wish to modify existing keys, then double-click on the keys to modify.
8. You may drag the Expressiveness slider in order to designate the strength of the lip shape.
Please note that the results can only be seen after you release the slider.
Phoneme: Oh
Expressiveness = 50 Expressiveness = 80
Note:
l Please note that the actor will have expressions and motions driven by the voice because of the default
Auto Motion.
l Using the feature within CrazyTalk in order to fine-tune the expressions and motions of the actor. Please
refer to the CrazyTalk 8 Online Manual for more information.
3. Open the timeline.
5. Right click within the range and select the Export RLTalk commands for exporting the voice, motions and expres-
sions within this range into *.rlTalk file.
7. Apply the talking script file via drag and drop.
Note:
CrazyTalk provides more tracks than iClone for you to adjust individual animation of facial features.
Handling of Compatibility
l When a Character Creator (CC) 1 and a Character Creator 2 characters are imported, iClone 7 will perform an
automatic conversion by supplementing insufficient expression shapes (morphs).
Note:
l G5 or Non-standard without the data update will cause old and new data to muddle, and cause the fol-
lowing problems:
l Partial result refers to Apply Content (MotionPlus , iTalk) or Profile (Face Puppet , Face key) on cer-
tain expressions that will not have certain effect. If you come across this issue, please refer to Morph List
Conversion Rules table in the beginning of this page.
l When faced with insufficient morph data, the user interface may contained disabled shapes indicated with the "N / A"
display text in the Face Puppet panel > Detail Feature table.
l Once the insufficient data is provided to the morph table, the interface will refresh with the newly enabled content.
The new facial profile has fully implemented with all new facial performances, which is greatly enhancing the expression real-
ism.
Note:
Using G5 or Non-standard (Daz or Custom) characters can be incompatible with the new facial profile due to it miss-
ing 24 essential key facial poses. Please refer to the Handling of Compatibility section for more information.
l Selected - It shows the profile available. Clicking on it again brings the Solo profile state back to None.
l Contents of the 3DX Expression Custom Data will only show up if it exists. There are 24 possible custom shapes.
l Open up Profile Details by using the hot-keys Ctrl+F2.
l Female:
l Stylized Character:
l Universal Profile provides mouth shut and six different mouth expressions, together with the Strength slider can be
adjusted to fit the performance suitable to the role of the character.
Note:
l Under Preview or Recording mode, you can use the "Q,W,E,R,T,Y" hotkeys to perform the commands of
the Full Face Control Profile.
l Under Preview or Recording mode, you can left mouse click to make the character perform blinking
motions.
1. Face Animation Select one of the built-in profiles with a different personality from the list. Each profile contains vari-
Profile ous expressions.
2. Full Face Control Select one of the expressions with pre-defined weight settings for various facial features.
3. Preview Click this button and then press the Space bar to preview the expressions triggered by your input
device (Mouse by default).
4. Record Click this button and then press Space bar to start recording a motion clip. The recording will be
added into the Avatar/Expression Track in Timeline.
5. Head Orientation Select this to change the rotation of the head.
6. Head Tilting Select this to change the tilting of the head.
7. Clear Selection Deselect any highlighted features.
8. Open Profile Click this button to load profiles.
9. Save Profile Click this button to save profiles
10. Solo Feature Select to highlight any desired features to change. The changes will be converted into Avatar/Ex-
Selection pression Track in Timeline.
11. Blend data on Activate this checkbox so that the new motions of the selected features are blended into the exist-
next recording ing clip after recording.
12. Advance Puppet Adjust the weight of a feature in detail when your input device moves (Mouse by default).
Settings
1. Click the Face Puppet button under the Animation tab of the Modify Panel.
2. Pick a desired profile from the Face Animation Profile list.
Note:
l You may notice that some features in the Solo Feature Selection pane are highlighted automatically.
4. Click the Preview button and press the Space bar to start previewing.
5. Move your mouse to puppeteer your model. Press the Space bar again to stop previewing.
6. Click the Record button and press the Space bar to start recording the motion as puppeteered by
your mouse.
7. Once the recording stops, a clip will be added into the timeline Expression Track automatically.
Note:
You may optionally select the Head Rotation or Head Tilting features to be recorded as well.
4. Click the Preview button and press the Space bar to start previewing.
5. Move your mouse to puppeteer your model. Press the Space bar again to stop previewing.
6. Click the Record button and press the Space bar to start recording the motion as puppeteered by
your mouse.
7. Once the recording stops, a clip will be added into the Expression Track automatically.
2. Click the Preview button and press the Space bar to start previewing.
3. The speed of the blinking is determined by how short or long you click the left mouse button.
4. Click the Record button and press the Space bar to start recording and press the mouse button
or move your mouse cursor whenever you want the model to blink.
5. The blinking of the eyes will be overlaid or blended into the puppet clip on the Expression track in the timeline once
the recording finishes or you have stopped by pressing the space bar.
Dragging for Blinking Speed and Duration
In order for a character to blink his or her eyes slowly you have to move your mouse accordingly. This method can also be
used to make the character close the eyes for as long as you want.
1. Select the upper eyelids in the Puppeteering Panel.
2. Click the Preview button and press the Space bar to start previewing.
3. Click the Record button and press the Space bar to start recording at normal speed.
4. Drag in the dummy pane, up or down, to decide the time length for the eyes to blink. You may fully control the eyelids.
3. Click the Preview button, press the Space bar, and move your input device (mouse by default) to
preview the movements of the selected features.
4. If you are satisfied with the result, click the Save Profile button to save your custom profile.
5. Click the Open Profile button to load an existing profile.
Adjusting Weight
To customize your own puppet control profile, you may want to adjust the weight of each feature manually.
1. Pick the desired features in the Solo Feature Selection pane.
2. Click the Advanced Puppet Settings button to expand the weight pane.
3. Modify the values in the Weight column of the corresponding feature to specify the weight of the movements
triggered by the movement of your input device.
4. Click the Preview button, press the Space bar, and move your input device (mouse by default) to
preview the movements of the selected features.
5. Do steps 3 and 4 repeatedly until you obtain satisfying results.
6. Click the Save Profile button to save your custom profile.
Mouse moves up Mouse moves down Mouse moves up Mouse moves down
Sad Anger Surprised Suspicious
C. Both Eyelids D. Both Cheeks
Mouse moves up Mouse moves down Mouse moves up Mouse moves down
Shocked Tired Smiling Upset
E. Mouth Shape F. Jaw Bone
Mouse moves up Mouse moves down Mouse moves up Mouse moves down
Pouting Lips-biting Jaw up Jaw Down
Mouse moves up Mouse moves Mouse moves up Mouse moves Eyeball rolling
Surprised down Shocked down
Indifferent Sleepy
D. Lower Eyelid E. Ala F. Cheek
Muscle Feature Select becomes more comprehensive with intuitive set of positional controls.
Note:
Using G5 or Non-standard (Daz or Custom) characters can be incompatible with the new facial profile due to it miss-
ing 24 essential key facial poses. Please refer to the Handling of Compatibility section for more information.
Expression
iClone 7 provides a vast array of preset facial expressions for immediate application. The drop-down menu on the top right
provides different sets of expression styles.
l The contents of the Custom set is derived from the 3DXchange Expression Custom Data which can be edited and
in which there are a total of 24 available shapes.
Note:
Using G5 or Non-standard (Daz or Custom) characters can be incompatible with the new facial profile due to it
missing 24 essential key facial poses. Please refer to the Handling of Compatibility section for more information.
Morph - Expressiveness
l The Expressiveness can be used to exaggerate or tone down the facial expressions.
l The Reset All can be used to return to the previously saved expression. Expressions are saved when the Face Key
dialog window is closed.
face key to enhance the accuracy of lip-sync. Click the Face Key button under the
Animation tab of the Modify Panel to create individual face keys by adjusting the facial muscles.
In the Face Key panel, you can control up to 19 regions highlighted on the face and add facial expression keys in the Timeline.
1. Select the character and click the Face Key button under the Animation tab.
2. The Face Key panel appears. Highlight one of the features.
3. Move your mouse in the interaction area to create a new facial key.
You may click the Reset All button to return to the default facial expression before creating another face key.
Note:
If you do not want the avatar to blink during the puppeteering session, you may go to the Attribute tab to disable Auto-
Blink.
6. Fine-tuning the expression using this method will create a new key in the Facial Layer track.
7. Here is a typical result of fine-tuning a facial feature.
Before After
Create any facial expressions from the Puppeteering technique. Then fine-tune them in the Face Key panel if necessary.
For iClone 7.X, changes to Clip Include Layer Key will also be applied to Character Body Motion (Clip and Layer
key). Both functions will also use the same curve editor.
The features that are influenced are described in the following sections
l Any drawn out block along with Layer key add, move, copy, and paste will be relegated to this clip area.
l Layer keys can be moved independently, greatly enhancing the ease of use. In the past, the Clip and Layer keys must
be selected at the same time in order to perform this function.
Note:
Copying and pasting is not supported on other clips besides the clip of origin.
l The Auto-extend mechanism smartly decides whether to extend the current clip to encompass a new expression
key or to create a new clip altogether.
l The Auto-extend checkbox is available under Menu > Animation > Clip Auto Extend.
Loop
l The Loop mechanism can be applied to Layer key, Clip and Offset Layer Key at the same time. This is leaps and
bounds more efficient than iClone 6 where user would have to use Clip Loop, and copy and paste Layer keys by
hand.
l The Loop mechanism works by instancing the current clip and putting the copies right behind the original one by one.
One would just need to change the first original clip to change all of the subsequent instances.
Note:
Next version of iClone will provide Loop Clip Layer key.
Speed
l The Speed mechanism can be applied to Layer key, Clip and Offset Layer key at the same time. This is a vast
improvement over iClone 6, where the only way to control clip speed is to move the individual keys.
l The Speed percentage is displayed right on the clip title bar, facilitating the pulling and shrinking of the clip to alternate
the clip speed.
l The Speed mechanism dynamically accelerate and delay the clip without changing the Layer keys and frame num-
bers.
l If you would like to change the contents of the clip, you can convert the clip to three track Layer keys via the clip's new
context menu (right mouse click): Sample Expression Clip.
l Once a clip is sampled then the user can use Face Keys for detailed editing.
Flatten
l Layer track exclusive keys can be merged with its parent clip by using the new Flatten option under the clip's context
menu (right mouse button).
l Once the layer tracks are flattened, you can continue to add Layer keys to adequately conceive the dynamic expres-
sions.
Viseme Track
The Viseme Track stores the lip-sync data of the character that moves the mouth. Go to the Modify panel >> Animation tab
and click the Create Script button.
l Click the Record Voice, Wave File and TTS buttons to record your voice, to import a wave file or to utilize TTS to cre-
ate the lip-sync data for the actor.
l Click the CrazyTalk Script button to import a script or motion clip you created from CrazyTalk. (This fills both
Viseme and Expression tracks)
The Data will be converted into clips in the Viseme Track and can then have its position adjusted to have your avatars speak
at different times.
Expression Track
Facial Clips will be produced in the Expression Track when:
l You apply a Facial Animation template from the Content Manager.
l You click the CrazyTalk Script button to import a script or motion clip created from CrazyTalk.
l You have recorded a facial movement in the Face Puppet panel.
Facial Layer Track
The facial deformation keys generated from the Face Key panel are displayed in the Facial Layer Track. This track stores the
unique bone-based facial deformation data which gives rich facial details to actors. Please note however that this data can-
not be imported back to CrazyTalk.
Please refer to the Faceware Realtime and Facial Mocap Plugin Online Manual for more information.
Generating Visemes
1. Apply a G6 character made by iClone Character Creator.
Note:
Even though Heidi and Mason are G6 character as well, they are not generated from iClone Character Creator.
4. Play back to view the result, you will find the mouth movements may sometimes be jumpy, which is caused by the
intensively clustered visemes.
3. The redundant lip keys included within the clip in the track will be hidden.
Generating Visemes
1. Apply a G6 character from iClone Character Creator.
Note:
Please note that even though Heidi and Mason are G6 character as well, they are not generated from iClone
Character Creator.
4. Optimize the visemes by reducing lip keys feature or by manually adding adequate visemes.
5. Play back to view the result, you will find the mouth movements, including the jaw, the lips and the tongue, are too exag-
gerated.
If you want to smooth the entire voice clip, then skip this step.
2. Right click in the range (or elsewhere in the track if the first step was skipped), select the Lip Sync Options from the
right-click menu.
3. Choose the Full Mouth radio button and activate the Smooth box in order to enable the setting.
2. Adjust the sliders to determine the smooth status for lips, tongue and jaw (in this case, adjust the Jaw slider because
it is the one with the most drastic movements).
3. Play back and you will see a big difference for the jaw while the effect on the lips and tongue are quite mild.
Generating Visemes
1. Apply a G6 character made by iClone Character Creator.
Note:
Please note that even though Heidi and Mason are G6 character as well, they are not generated from iClone
Character Creator.
3. Play back and you will see only the lips movements are significantly exaggerated while the motions of the jaw and the
tongues are somewhat mild.
A Mesh Mesh List shows the mesh level hierarchy structure. Once a proper mesh is selected, all of its morphs
List will be listed in section B.
B Morph This pane will list out all of the morphs available for the select object in panel A. Mesh List.
List Note:
Please note that the Morph data will also include the ones made or edited in Morph Creator.
C Show Check this box to show all of the morphs available for the entire hierarchy of the selected object. Un-
Child check it to focus on just the morphs available for the currently selected object.
D Default Clicking on this button to set a keyframe in the timeline at zero for all sliders in the Morph list.
Key
Under the Morph Track, there are Mesh information with their respective morph data. Every single morph has its own anim-
ation track for keyframe editing.
By dragging on the morph slider, one can see the morph play right in the viewport and, at the same time, set a key in the
timeline.
You can use the Morph Animator interface to create a morph based animation.
Note:
You can delete a Morph Slider in iClone if you want to. However, once a slider is deleted, its animation timeline track is
removed as well. Deleting a Morph Slider can be destructive and error-prone. For example, when bringing back Morph
Creator > Update Morph will cause errors in animation. Be aware of the possible issues before deleting a Morph
Slider. Keep in mind that deleting the Link Slider will also remove various Object related animation tracks.
Basic Workflow:
1. Use the Content Export feature in Morph Creator to edit morph targets in other 3D tools.
2. Use Morph Creator to import the edited morph shapes and create morph sliders.
3. Use Send to iClone feature to start animating the edited morph targets.
Please also refer to the following sections for more information:
l The User Interface Introduction for Morph Creator
l Importing Contents to Morph Creator
l Creating Morph Sliders
l Editing Morph Sliders
l Sending and Updating Morph Data
Edit
Window
Workspace This item contains a sub-menu for applying preset layouts according to your working conditions.
l Standard (Ctrl + 2): This layout brings up the Modify, Visual Settings, Content Manager,
Scene Manager panels and all toolbars.
l Save Layout: This command saves the current docking / floating places and visibility
states of panels and toolbars as the default layout, and you may instantly load it each time
you launch the main program.
l Reset Layout: This command restores all the panels and toolbars to the default docking
places with the Standard layout.
Tool Bar This item contains a sub-menu for you to show / hide the Project, General, Modify and Modify
toolbars.
Help
To remove the watermarks, you need to buy the trial contents, by clicking the Buy All Trial Contents,
you will be led to the online shopping cart for purchasing the trial contents.
Content Activation If the watermarks still remain on the preview window after the trial contents have been purchased,
select Content Activation to authenticate online in order to remove the watermarks.
l Save (Ctrl + S): To export the current character along with its morph data as an iClone char-
acter (*.iAvatar).
l Export All: To export the entire character for further sculpting with 3D tools in OBJ format.
l Export Selected: To export the selected part for further sculpting with 3D tools in OBJ format.
General
l Send / Replace to iClone: Send the entire character to iClone or replace the character selec-
ted in iClone.
l Update Morph Data to iClone: Only update the morph data to the character selected in
iClone.
Camera
l Home (Center): The Home mode snaps the camera to a 45 degree perspective of the selected
objects while the Center mode snaps the camera in current perspective to view the selected
objects.
l Save (Ctrl + S): To export the current character along with its morph data as an iClone character (*.iAvatar).
l Export All: To export the entire character for further sculpting with 3D tools in OBJ format.
l Export Selected: To export the selected part for further sculpting with 3D tools in OBJ format.
General Tool Bar
l Send / Replace to iClone: Send the entire character to iClone or replace the character selected in iClone.
l Update Morph Data to iClone: Only update the morph data to the character selected in iClone.
Camera Tool Bar
l Home (Center): The Home mode snaps the camera to a 45 degree perspective of the selected objects while the
Center mode snaps the camera in current perspective to view the selected objects.
1Dock / Double-click on the caption to dock the panel to the docking place, or undock the panel and make it float above
Undock the main program.
2Search Type full or partial names of objects in the search field to search for desired objects.
3Sort Click the Name caption, to re-order the object by their alpha-numeric order.
4Category l Click on the triangle button beside the category name to collapse / expand the category.
Name l Click on the category name to expand the category and select all the items under this category.
5Object Multi-select object rows in different categories, and you can simultaneously change the following object status
Status items:
Icons Status Icons Descriptions
Show / Show or hide the selected object. This status does not affect the export result.
Hide : Show
: Hide
Lock / Lock or unlock the selected object. If an object is locked, then it cannot be picked in the Pre-
Unlock : Lock view window. Please refer to the Locking and Freezing Camera section for more information.
:
Unlock
Render You may specify the render status for each object to relieve the load on system resources.
State : This status does not affect the export result.
Normal
The status includes:
: l Basic Modes - Normal, Smooth, Wireframe and Bounding Mesh
Smooth
: Wire-
frame
: Normal Smooth Wireframe Bounding Mesh
Bounding
: Wire-
frame on
Shaded
: X-Ray
Normal X-Ray
Shadow You may decide to turn the shadow effect on / off for each object, cast the object shadows
: All only, or receive shadows from other objects only.
Shadows
: Cast
Only
:
Receive
Only
: No
Shadows
Realtime You may turn the Realtime Smooth on / off.
Smooth :
Original
:
Smooth
6Object Double-click on the object name to enter the name-editing mode. You may rename all the items as you wish.
Name
l In Morph Creator, press File menu > Open item or click the Open button on the toolbar; selected the desired iAvatar,
iProp or mcRestore file for adding morph data.
l You can also drag the content directly into the viewport.
This function will only export the selected mesh in the scene.
Creating Morph Sliders from iAvatar
You can use Character Creator to create sophisticated morph targets. However, there are certain limitations:
l Morph target shapes do not take into account bone transformations. The following visuals illustrates this very prob-
lem. When the target shape is added as a morph for the base avatar, the resulting morph is quite different from the tar-
get shape as shown above. This is because the morph works on top the existing bone transformations of the base
avatar.
l You will notice some visual defects around the eyes in the illustration below. This is because the eyeballs have been
moved by bone transformations in the target avatar.
When you load a content into Morph Creator, a window will pop up a dialog to ask whether or not to embed the custom
morph targets. Click on the Yes button to import all of the morphs included with this prop into the Morph Creator.
1. Create the base model inside your 3D tool (3Ds Max, Maya, etc.) and export it as Obj or Fbx.
2. Import the base model in 3DXchange and save it as an iClone content.
3. Open the content inside Morph Creator and export it as an Obj file.
4. Back inside your 3D tool, open the exported Obj file and create a morph target. Once the morph target is complete
export it as an Obj file.
5. Use the Morph Creator to add the morph target onto the asset.
Note:
This roundabout process will ensure that the morph targets derived will be compatible with the iClone asset.
However, if you are starting with Reallusion contents, then you can start from step 3.
However, to get the most compatible morph targets, please apply settings below for your respective software.
*Note: these settings are still being tested, if you come across any issues please let it be known by posting on
the forums.
l 3Ds Max:
l Maya:
l Cinema 4D:
l Click the + button in the Edit Morphs section of the Morph Editor panel and load the morph targets.
Note:
l Adding morphs can only be possible if the target and the object are different in shape. If the two meshes
are the same then adding morphs will be skipped.
l Morph targets come in two formats: Obj and iAvatar.
For quickly import multiple OBJ targets, you can first export a few morph targets from a 3D tool situated at coordinate origin
of (0,0,0). Then, inside Morph Creator, use Add Morph to quickly import all the morph targets.
l Slider Name: You can give the new slider a custom name by entering in this field.
l Source Sliders: This list will display all the morph targets and their mesh sliders that will be involved into this
newly baked slider.
l Delete Source Slider: There are different situations after baking related to this box:
a. If the sliders take charge of a same mesh, then a regular morph slider will be created.
c. When the Delete Source Slider is activated, then the link function will create a slider set and remove the
original morph sliders that is part of this set.
On the top right corner of the link slider, you can see a link icon activated.
Click on the button and then the slider works in conjunction with other sliders will be displayed in the
Link Slider Info panel.
l It is highly recommend that you use this function when making content, not when it is already being animated.
l Deleting the morph will also remove its slider. Please do not update the morph on objects that already have morph
animations, this will create animation errors.
l Deleting a Link Slider will also remove corresponding sliders on other meshes.
l New Link Slider partially update to iClone --> New Link Slider will unlink the regular slider.
l Update morph will cause the old Link Slider to experience partial data loss --> Old Link Slider will unlink the regular
slider.
l When the original Link Slider uses Replace Target to make full or partial updates to iClone --> Link Slider will pre-
serve the Link relations as well as update the corresponding Morph Targets.
G3 Actor G5 Actor
Props (how)
The props can be bone-skinned props (from external 3D tools) or merged props (from iClone). Each bone in the structure can
be given spring effects except the root and the bones one level under the root.
3. Select the bone string from the Select Spring drop-down list to adjust its spring effect.
4. Adjust the sliders to change the spring behavior for the bone string.
l Mass: This parameter sets the weight of the group. The higher the value is, the more inertia is generated for the
group.
Mass = 11 Mass = 1
l Strength: This parameter determines the pulling forces (inner tension) between the nodes in a spring group.
The higher the value, the stiffer the group will be.
Strength = 11 Strength = 1
(Intense pulling force) (Loose pulling force)
l Bounciness: This parameter determines the level of spring that remains after the movement of the entity
stops.
Bounciness = 11 Bounciness = 1
2. Apply motions to the character, you can see the spring effect triggers the bones to auto-bounce.
Bones with Auto Spring Effects: The ears and the tail.
3. Make sure the character is selected and go to a specific time frame when you want to turn off the spring effect.
4. In the Spring section of the Modify panel, select the bones for which you want to turn the spring effects off via the
Select Spring drop-down list.
l Non-Human Actor: Modify panel >> Animation tab >> Edit Motion Layer button.
3. Manually modify the bones via the IK or FK methods within the time during which the spring effects are off.
IK method. FK method.
The modification results will be kept in layering keys on the Motion Layer (for Actors) or Animation Layer (for Props)
track.
2. In the Modify panel >> Edit tab >> Spring section, click the Save button.
3. Save the spring settings for each bone as .SPX file.
4. Open the .SPX file in a text editor of your choice. Notice the 3 sections below:
A. Header of the .SPX will indicate the version of the file (the latest version is 1.2).
B. A listing of the bones that have been applied with spring definitions.
Note:
If you do not want to adjust the settings with a text editor, then you can export the entire object to 3DXchange and
do the adjustments by following the directions on the Spring Settings page. Both methods can achieve the
same bone spring customizations.
Physics Objects
Currently, physics settings can be applied to Characters, Props and Accessories. Once applied, the objects in these cat-
egories will become Physics Characters, Rigid Body or Soft Cloth.
Physics Characters
Once the character is given physics settings, it is able to interact with any other physics objects. The collision animations
between the characters and the rigid body or soft clothes will be automatically generated, which can save time as opposed to
manually setting keyframes to simulate interaction.
Rigid body
Rigid body dynamics enable you to simulate objects with a high degree of realism such as fall, collide and bounce. All these
movements are controlled by physics properties such as mass, elasticity, friction, damping, impulse, collisions, constraints
and others. You can even add rigid body physics to any prop or character in order to add another dimension of interactivity
between subjects.
Note:
Please note that if you want to simulate the physics animations, you must activate the Simulate Rigid and Simulate
Soft features by clicking the related buttons on the tool bar:
6. Click on the Play button to simulate the physics animations for the objects in the project.
Note:
l Please note that you can only play to simulate projects of this type, any further editing to the objects are
not allowed in iClone 6.
l If you want to do further editing to the physics objects in this type of project, then you need to launch them
with iClone 5.
2. By default, the engine will be automatically switch to the PhysX mode.
3. To make sure the mode is correctly switched, you may open the Project Settings panel and move to the Global
Physics Settings section.
4. Switch to the PhysX mode in the Simulation group by activating the corresponding radio button.
5. Select one of the objects of which you want to activate the physics settings.
7. Activate and edit the physics settings for the selected object via the parameters within this tab.
8. Repeat the same steps until every desired object has been animated with the physics settings.
9. Click on the Play button to simulate the physics animations for the objects in the project.
The collision shapes attached on the body parts. The collision shapes of the character interact with the
other physics objects, including the rigid bodies and soft
clothes.
Setting the Collision Shapes for Characters
Setting the collision properties for character body parts is easy. Simply open the setting panel to activate, deactivate, add,
delete or adjust basic parameters for the collision shapes of a character.
1. Apply a standard character. By default, there are already collision shapes attached to it.
Note:
l The character is adjusted to semi-transparent for better observation of the collision shapes.
l The collision shapes can not be seen unless you open the Character Collision Shape Editor panel and
show them.
l The grey mesh wire frames are the default collision shapes for the character.
l Please note that the collision shapes for G6 characters are more sophisticated than those attached on the
G3 and G5 characters.
3. Adjust the settings in the Character Collision Shape Editor panel.
Note:
Please also refer to the following section for more information about using the Character Collision Shape
Editor panel.
l Introducing the Character Collision Shape Editor Panel
l Settings for Collision Shapes of Characters
l Soft Cloth for Characters
l Load: Click this button to open the previously saved settings of the collision shapes,
including the parameter values.
l Save: Click this button to save the current settings of the collision shapes, including
the parameter values.
5. Adjusting Collision In this section, you are able to add and delete the collision shapes for selected bones, and set the
Shapes dimensions of the collision shapes.
Please refer to the Settings for Collision Shapes of Characters section for more information.
6. Basic Parameter Set- In this section, you are able to set the basic parameters for the currently selected collision shape.
tings By activating the Affect All Shapes, the current parameter values will be applied to the rest of the
collision shapes that are already attached to the character's body parts.
Please refer to the sections below for more information about the meanings of the parameters.
l Margin: The Bounding of Rigid Body
l Friction and Elasticity: The Properties of a Rigid Body
2. Make sure it is selected and go to Modify >> Attribute tab. Click on the Collision Shape button in the Avatar section
to show the Character Collision Shape Editor panel.
Note:
l With the Ctrl key pressed, you are able to select multiple bones to adjust the collision shapes sim-
ultaneously.
l Right-clicking on the bone part in the dummy pane will quickly deactivate its collision settings.
l If the collision shape does not fit the meshes of the character, then when the character is interacting with
other physics objects, the meshes will penetrate into any other physics objects.
4. Use the object transform tools ( , , ) to adjust the position, angle and size of the collision shape to
match the meshes of the body part.
5. Once you have adjusted the collision shapes for each relevant body part, you will notice a much better physics sim-
ulation result.
Basic Transforming
1. Import a character.
2. Make sure it is selected and go to Modify >> Attribute tab. Click on the Collision Shape button in the Avatar section
to show the Character Collision Shape Editor panel.
3. At the left dummy pane, select one of the body bones.
The collision shape of the bone will show. Notice that it doesn't conform accurately to the shape of the head mesh.
4. Use the same method to transform the existing collision shape.
Note:
l iClone automatically generates the same shape as the currently selected one.
l Please note that you may change the name of the collision shape by double-clicking on the name in the
Select Shape list
l If you want to delete any collision shapes, then select the target shape in the Select Shape list and click
Note:
l Use the Bound Type drop down list to determine the type of the currently selected shape. The default
types are Box, Sphere and Capsule.
l The Bound Axis drop down list only works when the shape is a Capsule. You may use it to align the long
axis to the long side of the body part.
4. Follow the same steps to add as many shapes as you need to cover the body part.
3. Click on the Extended Bones button at the bottom left of this panel. The dummy pane will change to a tree view in
which all the extended bones the character has will be displayed.
5. Follow the same method shown in the previous section until each extended bone has been given a collision shape.
Note:
For more information about the physics parameter settings of each collision shape, please refer to the sections
below:
2. Make sure the character is selected and go to the Modify >> Physics tab. Click on the Edit Weight Map button in the
PhysX section.
4. Select the target material from the list to pick the hair or dress of the character.
Note:
l You can also use the eyedropper tool at the top-right corner on this panel and the click on the hair or dress
to pick the target material for further editing.
l If you do not select a material in this panel, then the settings in the Modify >> Physics tab will not be
enabled.
l The Diffuse thumbnail will display the diffuse texture map for your material.
5. Adjust the Weight Map image.
Note:
Please refer to the following section for more information about the use of Weight Map image.
l Setting Soft Weight with a Weight Map
l Loading Weight Map
l Editing Weight Map
2. Activate their physics characteristics by activating the Active Physics checkbox and choosing the Rigid Body radio
button in the Modify >> Physics tab.
Please refer to the links below for more information about the parameters in
the Modify >> Physics tab.
l The States of Rigid Body
l The Properties of Rigid Body
l The Bounding of Rigid Body
3. The selected object that is assigned physics settings will be surrounded with red wireframes (known as bounding).
4. Turn on Rigid Body Simulation by clicking the corresponding button on the the toolbar.
6. Click the Play button (Shortcut: Space bar) to start the simulation. The simulation results of all rigid bodies
(Kinematic object is excluded) will be stored in their Animation tracks.
All free-falling objects will continuously drop during simulation unless you have added a physics floor for them to col-
lide with.
7. You can go to the same start frame where you want to begin your physics simulation and continue to playback for a
new simulation until you are satisfied with the results.
8. Turn off the Rigid Body Simulation so that next time you click the play button, a new simulation won't take place.
The last animations will be kept unless you turn on the Rigid Body Simulation again.
9. Once the simulation is finished, you may then switch to Realtime mode in order to view the results at regular playback
speed.
* Please note that the Regular Props include props without physics settings or with Bullet physics settings applied in
iClone 5.
Rigid Body: The floor, ball and the cone. The ball does not recognize the cube. The ball recognizes the cone.
It penetrates the cube. It hits the cone and the cone bounces off.
Regular Prop: The cube.
1. Select the target prop whose animation you wish to keep after the simulation, and open the Timeline (Shortcut: F3).
The animation keys will then be baked into a clip form and stored in the Animation track of the prop.
5. Drag and drop the new prop into the current project or any other projects. The animation remains while the prop is no
longer a physics rigid body, unless you activate the physics settings again.
l You may apply any plane-based prop and set it as Static rigid body. However, it contains edges and dynamic and
frozen rigid bodies will fall off once they make initial contact.
l When the physics animation speed is too fast, caused by objects that bounce off or objects that are hit by any
Kinematic rigid body, then plane penetration may occur.
l The Infinite Plane prop is a physics plane without edges, which ensures that there are no dropping or penetration
issues.
l The plane, by default, might not appear after you apply it because it
is initially set as a dummy. You may go to the Preference panel to
enable the Dummy Object (Ctrl + D) in order to show all the dum-
mies in the project.
l Please note that the local positive Z axis (blue arrow) of the
plane shall always face the physics objects. Otherwise the sim-
ulated physics animations may be completely off.
l Duplicate and rotate the infinite plane to create an enclosed space. All animations of rigid bodies (Kinematic rigid bod-
ies are excluded) will be confined in this space.
Dynamic
The characteristics of a dynamic object are:
l Always free-falls in the direction of gravity (by default, down; but you may customize the strength and the orientation of
the gravity).
Three intersected dynamic rigid bodies. They bounce off as they explode outwards.
l Simulated animations will be stored in the Animation track of the object.
A kinematic ball is constrained to a path The ball moves along the path to the end.
Other rigid bodies are hit and bounced off.
A kinematic block is ready to be puppeteered The block is puppeteered to move around and hit other
rigid bodies.
A kinematic ball is attached to the rear leg. The ball moves as the bull kicks.
The tank flies away.
l It does not generate any animation clips after simulation.
l This setting is suitable for physics objects that you want to control such as setting keys, following paths, or even pup-
peteering.
The bulldozer is animated by keyframe animation, and
assigned a Kinematic rigid body.
Frozen
The characteristics of a frozen object are:
l It stays still until it gets hit by any other physics objects. Once it is hit, it turns into a dynamic rigid body.
The frozen rigid bodies are still during simulation. They fall like dynamic objects once hit.
l The setting keeps the intersected dynamic objects together in their initial state.
l It also generates animation clips in the Animation track after simulation.
l This setting is suitable for physics objects that are still before getting hit.
The glass and the table are composed of many fractures, which are set as Frozen to keep them together in the
initial state.
2. Set them as Static rigid bodies by selecting the Activate Physics box and pressing down the Static button in the
Modify >> Physics tab.
3. Go to the frame where you want some of the rigid bodies to begin falling. Please ensure the desired objects are selec-
ted.
Only the cards that have the physics state change will begin to fall at the specified time.
7. After the simulation stops, select one of the objects that has fallen and open timeline (Shortcut: F3). Show the Anim-
ation and Rigid State tracks of the object. The falling animation clip should be produced after the Dynamic key.
The simulated clips on the Animation tracks of the objects with and without State Keys.
2. Set them as Dynamic rigid bodies by selecting the Activate Physics box and pressing down the Dynamic button in
the Modify >> Physics tab.
3. Play back to simulate the falling animations.
4. Pause at the frame where you want some of the rigid bodies to be static. Please ensure the desired objects are selec-
ted at this time.
The rocks (Switched to Static) are still as the car (Dynamic or Kinematic) hits them.
If the objects have not been set as Static but remain in a Dynamic state, so when Kinematic or other Dynamic
objects hit them, they will bounce away.
The rocks (Dynamic) bounce away as the car (Dynamic or Kinematic) hits them.
2. Set it as a Kinematic rigid body by activating the Activate Physics box and pressing down the Kinematic button in
the Modify >> Physics tab.
3. Open the Prop Puppet panel.
4. Utilize the prop puppet function to move and/or rotate the Kinematic rigid body.
The anticipated moving and rotation of the Kinematic The puppeteering result will be kept in the Animation
rigid body. track as a clip.
5. Go to the time frame where you want the prop to start falling.
6. Set its physics state to Dynamic.
7. Go to the start frame of the project and play back to simulate. When the rigid body turns to a Dynamic state, the trans-
form keys will form an inertial force, which causes the rigid body to rotate, move and fall.
8. The simulated animation clip will be generated after the Dynamic key.
2. Set it as a Dynamic rigid body by activating the Activate Physics box and pressing down the Dynamic button in the
Modify >> Physics tab.
3. Play to start the simulation.
The dropping simulation only occurs when the prop is set to a Dynamic state.
Mass
Mass influences behaviors when dynamic objects collide. Physics objects with a higher Mass value can cause the ones with
a lower Mass value to bounce off more when they bump into each other. In iClone, a mass value of 1 equals to 100g.
Please note that the Mass value DOES NOT affect the falling speed of physics objects.
Two physics objects bump each other. The object with lower mass bounces off more.
A soft cloth (20) moves toward rigid bodies. The heavier object (100) stays.
The lighter object (1) is pushed away.
Two boxes slide down a ramp. The box with higher friction moves slower.
(Ramp's friction = 30)
A higher friction value can cause the sliding physics objects to rotate.
Ramps with different friction values. The ramp with friction of 100 causes the ball to roll while
(Balls' friction = 30) the ball on the low-friction slope simply slides down.
Damping
The Damping value in iClone can be taken as air resistance. Each physics object, especially the Dynamic and the Frozen
ones, can have individual damping values. The damping produces an opposite-direction force to a physics object's direction
of movement, which slows down the speed of the moving object.
Two dynamic objects with the same settings but with dif-The object with a higher damping value falls slower.
ferent damping values.
The Damping value affects soft cloths tremendously. You can use this value to make a feather or a cloth slowly fall down.
Feathers (soft cloth) with different damping values. They fall down at different speeds.
Two rigid bodies with different elasticity values. The one with the higher value bounces higher.
Since the bouncing behavior involves two colliding objects, the result is a multiplied elastic effect.
The ball hardly bounces because the elasticity of the The multiplied, high elasticity values cause the ball to
other object is too low. bounce more.
Elasticity is severely affected by speed. The higher the speed of a moving rigid body before colliding, the more it bounces off
after collision.
Please note that the Damping value slows down the speed of a physics object, which decreases the bouncing reaction.
The ball bounces less because the initial speed is slow. The initial speed is high which causes the ball to bounce
off more.
A diamond is assigned with a Box bound. The physics balls collide against the bounding shape
instead of the skin of the diamond.
Collision Margin = 0 The sharp edges of the model penetrate the falling rigid
one.
Collision Margin = 8 The falling rigid body is deflected thanks to the larger col-
lision margin value.
If the Collision Margin is set too high, then the collision interactions with other physics-enabled bodies may look strange.
Collision Margin = 15 The falling rigid body is too far away from the other one.
Note:
Please note that the Collision Margin only works between rigid bodies. The Soft Clothes are not influenced by this set-
ting.
A trophy-shaped rigid body applied with a Convex Hull The collision happens on the convex hull instead of the
bound. concave shape of the body.
Self Mesh
l If you want other physics shapes to collide with the concave area, select the Self Mesh type for the rigid body. iClone
will then use the "skin" of the object mesh as it's bounding shape.
The same rigid body with a Self Mesh bounding type. The collision happens along the actual object's form.
l For specific shapes such as tubes, U-shaped slides or concave bowls, use the Self Mesh setting in order to get cor-
rect collision results. Remember to only use it for low polygon mesh objects in order to maintain a decent level of
speed and accuracy in your simulations.
This container has been given a bounding mesh that will The container is set as Self Mesh.
not allow the ball to fall inside. The ball drops into the container.
Note:
For better system performance, when you use the Self Mesh bounding method, scaling the rigid body can cause
the bounding offset to be set further away from the true mesh of the rigid body. If this happens, please click on the
button to re-generate the self mesh again.
The self mesh bounding offsets the rigid body because The Rebuild Self Mesh button is clicked. The bounding
the rigid body is scaled down. mesh is thus re-generated.
Friction, collision and bouncing are generated by the Gravity forces the mass pivot to drag the object down
bounding mesh of the object. towards the ground.
When you hit the play button to simulate the physics animation, you can expect to see the cylinder fall to the floor as
shown below:
2. Play to simulate. You will see that the cylinder stands up instead of lying down on the floor.
Move the mass pivot to the center of the object. The real simulation.
The mass pivot is at the center of the object. The object falls.
The gravity pulls the object via its mass pivot.
1. Select the object.
2. In the Modify >> Physics tab, activate the Activate Physics and choose the Rigid Body radio button to make the
object a physics one.
3. Press down the Edit Offset button in the Center of Mass section.
Note:
Optionally turn on the gizmo mode (Ctrl + Q) if you want to use the gizmo to adjust the position of the mass pivot.
Deflection formed by gravity's direction and the object's The pivot rectifies the object's orientation and deflection.
blue axis.
4. In the Initial Force section, enter values to the Move X, Y and Z fields.
Note:
l The axis values are according to the world axis.
5. Click on the Play button to start simulating the physics animation.
Note:
l Because the initial motion only takes effect in the first frame when the project is played back, the object
will eventually fall back down due to gravity and the lack of consistent force on the object.
4. In the Initial Force section, enter values to the Rotate X, Y and Z fields.
Note:
l The axis values are according to the world axis.
l The values shown above indicate that the object will start to rotate around the X axis with a strength value
of 2000.
5. Click on the Play button to start simulating the physics animations.
2. Open the Modify >> Physics tab and set it as a Dynamic or Frozen Rigid Body.
3. Click the Add Constraint button in the Constraint section.
4. The Add Constraint panel will show with default constraints templates.
Note:
l Please note that the blue line (object's normal line) indicates the direction of the constraint template.
l You are free to drag and drop different constraints to a single rigid body.
l If you drag and drop a constraint to a regular prop, then the prop will be automatically turned to Dynamic
rigid body.
6. The constraint will then hang the rigid body where it is.
The non-constrained rigid body drops to the floor. The constrained rigid body remain where it is as you
play back.
7. Select the constraint and then transform (move or rotate) it to make sure the rigid body will react correctly in accord-
ance with the direction of the constraint.
Move the constraint. The rigid body generates physics animations according
to the new position of the constraint.
9. or World buttons. Please refer to the Setting Connection Relationship section for
more information.
10. The Limits section will show settings that are related to the current constraint type.
l Hinge
l Slider
l Spring
l Point to Point
l Cone Twist
l Please refer to the Setting Constraint Limits section for more
information.
11. Play back the project, the constrained rigid body will hang there and react when it is hit by other physics objects
instead of dropping according to its default setting.
2. Apply a constraint type to the rigid body (in this case, the Point to Point type is taken). Please refer to the The Basic
Workflow of Using Constraint section for more information.
3. Because it will be connected to another target physics object that moves at certain time, select the target one and set
it as Kinematic.
Please note that when you select a constrained rigid body which connects to a target, the target will be framed with
green wires instantly.
6. You may now set transform keys or using the Prop Puppeteering method to move the target object; which will affect
the constrained rigid body at the same time.
The object that is constrained to world will not be brought away but will be hit and bounce off instead.
You may activate the Parent/Target Collision box so that the constrained rigid body detect the existence of its target and
collides the target when it moves drastically.
4. Set a value to the Max Force field. A smaller value means the connection can easily be broken by smaller collisions;
while a higher value means the connection is more solid, and only under strong collision or intense movement can the
connection be broken.
Max Force = 5
The Kinematic object moves slowly, and cannot break the connection but merely pushes the constrained rigid
body away.
Max Force = 5
The Kinematic object moves abruptly, and hits and flings the constrained rigid body away.
Move
You can use the controls in the Move section to limit the constraint to move along a specific Local Axis within a certain dis-
tance range.
l Lock: Press this button down to stop the constraint from moving along the axis you specified.
The Local X axis is locked. The con- The Local Y axis is locked. The con- The Local Z axis is locked. The con-
straint can not move along this axis. straint can not move along this axis. straint can not move along this axis.
l Limit: Press this button down to determine the moving distance along the specific axis.
A range is set to the Local X axis. The A range is set to the Local Y axis. The A range is set to the Local Z axis. The
constraint can only move along this constraint can only move along this constraint can only move along this
axis within this range. axis within this range. axis within this range.
Note:
l Free: Press this button down and the constraint can infinitely move along the specific axis.
The Local X axis is set free. The con- The Local Y axis is set free. The con- The Local Z axis is set free. The con-
straint can infinitely move along this straint can infinitely move along this straint can infinitely move along this
axis. axis. axis.
Note:
l Because the constraint moves along its Local Axis, when you want to set the limits for the Move, please
turn on the Gizmo (Shortcut: Ctrl + Q) and switch to the Local Move (Press W key to toggle) tool for ref-
erence; especially after the constraint has been rotated.
World Move mode. Local Move mode. You need to set the limit
settings for the Move in accordance with this
coordinate.
l Lock: Press this button down to stop the constraint from rotating along the axis you specified.
The Local X axis is locked. The con- The Local Y axis is locked. The con- The Local Z axis is locked. The con-
straint can not rotate along this axis. straint can not rotate along this axis. straint can not rotate along this axis.
l Limit: Press this button down and enter the Min and Max values to decide the angular range of the rotation by
the specific axis.
A range is set to the Local X axis. The A range is set to the Local Y axis. The A range is set to the Local Z axis. The
constraint can only rotate along this constraint can only rotate along this constraint can only rotate along this
axis within this range. axis within this range. axis within this range.
Note:
l Only the Max and Min values of the X axis can be different and individually adjusted. However, the Max
and Min values for the Y axis or Z axis must be the same.
Axis Y = 30 Axis Z = 30
l Free: Press this button down and the constrained rigid body can freely rotate along the specified axis.
The Local X axis is set free. The con- The Local Y axis is set free. The con- The Local Z axis is set free. The con-
straint can freely rotate along this axis. straint can freely rotate along this axis. straint can freely rotate along this axis.
Note:
Move
In the following example, a Slider constraint is applied to the bus (dynamic object) to create the initial force to hit the cards.
1. Select a prop (in this case, the bus).
5. Drag the Slider constraint to the dynamic rigid body object (Please refer to The Basic Workflow of Using Constraint
section for more information).
6. Transform the Slider constraint, if necessary, to make sure the bigger arrow head points to the desired direction.
Transform the Slider to make sure the bigger arrow head points to the desired direction.
8. Set the Min and Max values of the Axis X in the Limit section in accordance with the distance you have measured in
the last step.
9. Play to simulate. Because the minimum limit range is set away from the pivot of the constraint, it will instantly rush to
fit into the range, which produce a moving force.
3. Individually apply constraints (in this case, the Spring constraints) to the head and the neck. Please refer to The Basic
Workflow of Using Constraint section for more information.
4. pick the body as the neck's target, while pick the neck as the head's target.
Pick the neck as target for the head constraint. Pick the body as target for the neck constraint.
5. Simulate to view the result.
6. Although the parts have connecting relations, the parent-child hierarchy of them does not exist, which means they are
at the same level in the Scene Manager.
8. To save the entire physics structure, you need to attach all the components to a parent. In this case, the body.
Note:
Always attach the entire physics structure to cause a nested hierarchy of the structure before saving them into
the custom library.
9. Save the prop by clicking the Add button under the Content Manager. The entire physics structure can then be saved
and re-used from the content library.
3. Set one of them as Dynamic and the other as Kinematic so that you can control the kinematic one to push the other
gear. Please refer to The State of Rigid Body section for more information.
4. Because the Dynamic rigid body will fall by default, you need to constraint it to its current location.
In the Modify >> Constraint tab, click the Add Constraint button.
6. You may need to transform the constraint so that its indicating arrows match the desired rotating direction of the rigid
body.
7. Make sure the constraint is selected.
8. In the Modify >> Constraint section, you can connect the constraint to the world or another target physics object by
clicking the Pick Target or World buttons. Please refer to the Setting Connection Relationship section for more
information.
9. Move to the Limit section, you are able to decide the rotation axis by setting the parameters in this section. In this
case the Rotation is set to Free.
10. Set transform keys or puppet the kinematic physics object to animate. The dynamic one will then be triggered to move
along with it instead of dropping down to the floor.
Note:
You may also create a motor by using the Hinge constraint instead of using Kinematic rigid body that is anim-
ated by transform keys or puppeteering method. Please refer to the Creating Motor with Hinge section for more
information.
4. Drag the Hinge Constraint template onto the motor center of the propeller.
8. Play back to simulate the result. You may need to adjust the force value of the Hinge Constraint in order to set the
optimized rotation speed.
4. Drag and drop the Slider template onto the dynamic rigid body.
7. In the Limit section, you are able to define the distance limits for the X axis. Please refer to the Setting Constraint Lim-
its section for more information.
8. Duplicate the drawer. The constraints and the targets are also duplicated.
9. Tilt the cabinet and the drawers will open automatically. But they stop at the specified distance instead of dropping on
the floor.
4. Drag and drop the PointToPoint Constraint template onto the dynamic rigid body.
5. Align the constraint to the pivot of the rigid body so that it rotates accordingly.
9. Set transform keys or puppet kinematic objects to hit the dynamic object. It will rotate where it is without bouncing off
somewhere.
2. Set one of the props as Dynamic and the other one is Kinematic.
3. Drag and drop a PointToPoint Constraint onto the rotating end of the dynamic rigid body.
2. Set the cage as Dynamic and the stand that holds it as Kinematic so that you can control the latter one.
3. Because the Dynamic rigid body will fall by default, you need to constraint it to its current location.
In the Modify panel >> Physics tab >> Constraint section, click the Add Constraint button.
4. Drag and drop the ConeTwist Constraint template onto the dynamic rigid body.
Move
1. Apply a prop (in this case, a piece of toast). Transform it to a desired position, size and angle.
4. Drag and drop the Spring constraint template onto the dynamic rigid body.
l Range (+), (-): The relative distance from the current pivot position.
l Rest Point: The relative position of the rigid body when the spring effect stops. It is highly recommended
that you use a value between the Range (+) and Range (-), otherwise the spring effect will become unex-
pected when you begin the simulation.
9. Duplicate the toast (Shortcut: Ctrl + drag with Left Mouse Button). The physics settings are also duplicated, including
the constraint settings.
10. Play to simulate the spring effect. You will see the toasts are bouncing up and down.
In the last example, the Spring is set to 500, which causes the strong bouncing behavior. If you decrease the value to 50,
then the spring strength is also weaken and more gentle.
If sometimes the spring effect does not seem to stop, it is because the Spring value is too high, and the Damping
value is not enough to ease the bouncing in a short time. In this case, you can select the rigid body and go to the Modify
>> Physics tab, increase the Damping value for the rigid body.
2. Because the Dynamic rigid body will fall by default, you need to constraint it to its current location.
In the Modify panel >> Physics tab >> Constraint section, click the Add Constraint button.
3. Drag and drop the Spring constraint template onto the hinge part of the dynamic rigid body.
4. Transform the constraint to the hinge of the dynamic rigid body, and make sure the swirl part of the constraint is par-
allel to the hinge.
8. Set the Spring, Constraint Damping and Rigid Body Damping as described above.
9. Duplicate the board (Shortcut: Ctrl + drag with Right Mouse Button). The physics settings are also duplicated, including
the constraint settings.
10. Prepare a kinematic object to pass through it. Simulate the result.
3. Offset the constraint away from the rigid body so that it rotates by the center of the constraint.
Spring settings
The settings for the moving or rotating of the constraint are described as shown below:
The values for the Move section determine the height The light yellow area is for the rotating spring effect by
for the rigid body to bounce up to. the Local Z axis.
5. Apply a box to hold the object. Set the cover of the box as Frozen rigid body.
Note:
Please note that the constraint is under the dynamic object (in this case, the card) while the target rigid body (the
cylinder) is an individual entity at the same level as the dynamic object's parent.
2. Make sure the gizmo of object transforming tool is turned on (Ctrl + Q).
3. Duplicate the selected physics object. Please refer to the Duplicating Props section for more information.
4. Animate the targeted object (the cylinder) to view the physics animation.
Note:
Please note that the duplicated physics objects will have individual constraints with identical target and physics
settings.
The constrained physics object with the method After the duplication, transforming the copied physics
described in the previous section. object can cause the constraint offset.
In this section, you are able to duplicate physics object, individually transformed the copies without influencing the ideally set
constraint.
The sun is set as Kinematic physics object while the planet is set Dynamic.
3. Apply a constraint (in this case, a Hinge) to the Kinematic object.
4. Select the constraint and pick the dynamic rigid body as its target (the one with green bounding box is the target).
2. Make sure the gizmo of object transforming tool is turned on (Ctrl + Q).
4. Transform the target physics object (without influencing the constraint).
5. Optionally adjust the force value or any other parameters of the new-generated constraint and the target object.
Note:
Please note that the duplicated constraints will be attached to identical physics object while targeting to indi-
vidual rigid bodies.
2. Set the body as Static object temporarily. As for the tire and the ball, set them as Dynamic.
3. Apply a Spring constraint to the dummy ball and a Hinge to the wheel.
The tire is applied with a Hinge constraint. The dummy ball is applied with a Spring constraint.
Note:
l Please note that the Spring is used to simulate the cushion effect while the Hinge generates power for
rotating the tire.
l The structure in the Scene Manager will be as shown in the illustration below:
2. With Ctrl key pressed, drag them to another position in the 3D view.
Note:
Note:
Please note that you may need to rotate the tires for the other side so that they will face to correct direction.
However, their Hinge forces must be set to negative one to have them rotate in the same direction as the tires
created in the previous steps.
5. Set the dummy balls in the structure as Dummy so that they will not be rendered for exporting.
6. Select the body and set its physics state to Dynamic. The truck thus will move in a real vehicle manner.
This method is suitable for creating physics structures with serial elements, such as chains, trains or caterpillar-like struc-
tures.
Please refer to the Creating a Series-Connected Chain section for more information.
Many to One
The many-to-one application means that several rigid bodies are constrained, while a single physics object is their mutual tar-
get as described in the following illustration:
This method is suitable for creating physics structures with legs, limbs or wheels, such as insects or cars.
Please refer to the Individual Constrained Objects with Single Target section for more information.
One to Many
The one-to-many application means to apply multiple constraints in a single rigid body, while targeting many other individual
physics objects as described in the following illustration:
This method is suitable for creating joint physics structures for machines; or when you need to stabilize a physics structure
from jittering because of the collisions between each physics object within the structure.
Please refer to the following sections for more information:
l Using Bolts (Intermediate Dummies) with Multiple Constraints
Note:
Please refer to the Relationships of Rigid Body, Constraint and Target section for more information.
2. Set it as Kinematic rigid body. It will be controlled to produce the rolling power of the roller blind.
3. Apply a box and transform it to a long board; move it under the cylinder.
9. Set the Min and Max values of the X Axis in the limit section in accordance with the angle limit for the rotation of the
board.
10. Utilize the Multi-Duplicate feature to create several identical boards with identical settings.
Each duplicated board should not be constrained with Change the target to the board right above it.
the cylinder as the target.
12. Repeat the last step for each board until its target is the one above it.
13. Set rotation keys or puppet the cylinder to produce a rolling force.
14. Play to simulate.
2. Set them as Dynamic rigid body. If you play back, then they will initially scatter on the ground. You need to constrain
the legs to the body.
9. Set the (Range, Rest Point) values to (179, 1). Please refer to the Spring and the Setting Constraint Limits sections
for more information.
10. Select all the other legs; repeat step 6 to 9 to apply Spring constraints to them.
11. Play to simulate.
Here are two approaches you constructing a raising platform. By using the constraints as the joints or by using bolts.
2. Apply a Hinge constraint to the center of the upper bar in the example. Set its target to World so that it will be pinned
to where it is. When this rigid body is hit by other physics objects, it will rotate around the local axis of its pivot.
Apply a new constraint to the upper bar, set its target to the lower bar.
4. Locate the prop to one of the joints between two bars of the structure.
Note:
Please note that the constraints are sized up for better observation.
6. Select the other Hinge constraint and pick the other bar as the target.
7. Repeat the same steps to create more bolts for the joints of the bars.
8. Apply another two bolts and set them as Kinematic rigid bodies.
9. Apply hinges to these two objects and individually pick the lower two bars as targets.
10. Set keys to the two kinematic rigid bodies so that they move close to each other.
Identifying by Colors
Constraint
The constraint can have three types of color:
l Blue: The constraint in blue is applied to a rigid body without targeting to any other physics object.
l Red: The constraint in red is applied to a rigid body, and also targeting to another physics object.
l Grey: The parent rigid body of the constraint is no longer a rigid body.
l The relationships between the constraint and the rigid bodies will always appear in Bounding Box form.
l Green Bounding Box: If a rigid body is framed up with a green bounding box, then it is the target rigid body of the con-
straint (in this case, the box).
Note:
Alternatively, you are able to select the rigid body that the constraint is applied to, and then click the Constraint
Manager button in the Modify >> Physics >> Constraint section.
l Constraint: This field shows the name of the constraint. You are able to rename it through this field.
l Parent: This list shows the rigid body that the constraint is applied to.
l Target: This list shows the target the constraint is connected to. If the constraint does not target to any rigid
body, then the list shows World.
l You are able to double click on the item in the Parent or Target lists to quickly switch the Modify panel to the
settings for the item (rigid body).
l For any constraint, there can be only one item in the Parent list and another one in the Target list.
Rigid Body and Constraint Manager
Still take the example, you can use Constraint Manager to quickly find out the relationships for the rigid body.
l Prop: This field shows the name of the selected prop. You are able to rename it through this field.
l Constrained by: This list shows the constraint or constraints that are targeting this prop.
l The My Constraint and Constrained by lists are able to contain multiple items (constraint) because a rigid
body can be applied with multiple constraints and can also be targeted by multiple constraints.
l You are able to double click on the item in the My Constraint or Constrained by lists to quickly switch the
Modify panel to the settings for the item (constraint).
4. Pick the box.
l Prop: This field shows the name of the selected prop. You are able to rename it through this field.
l My Constraint: This list shows the constraint or constraints that are applied to this prop.
l Constrained by: This list shows the constraint or constraints that are targeting this prop. If you pick one of the
item, then it will be framed up with yellow bounding box.
l The My Constraint and Constrained by lists are able to contain multiple items (constraint) because a rigid
body can be applied with multiple constraints and can also be targeted by multiple constraints.
l You are able to double click on the item in the My Constraint or Constrained by lists to quickly switch the
Modify panel to the settings for the item (constraint).
4. You can use the Preset library to apply a soft-cloth preset instead of setting individual parameters to determine the
material of the soft cloth.
Note:
l The presets in these two groups are actually different combinations of property values in the Property,
Collision and Wind Settings sections.
l Please refer to the default project to view the soft cloth effects of each preset:
C:\Users\Public\Documents\Reallusion\Template\iClone 6 Template\iClone Template\Project\03 Phys-
ics Softcloth\Softcloth Presets.iProject
Alternatively, manually adjust the settings in the Property, Collision and Wind Settings sections to create a cus-
tomized soft cloth.
5. Turn on the Soft Cloth Simulation by clicking the corresponding button on the right side of the tool bar.
7. Click the Play button (Shortcut: Space bar) to start the simulation.
Note:
Because the NVidia PhysX engine currently does not support Soft Body simulation, there is not soft body
effects in iClone 6, therefore, you are not able to create any bouncable soft 3D entity as you did in iClone 5.
Soft_a_32x32 Soft_a_64x64
Softer with more details.
1. l The entire group is for primary transformations such as locating, rotating or resizing.
l If you need to transform cloths, then transform the entire group. DO NOT transform any of the sub
nodes individually.
l You may attach the entire group to any other objects in the scene.
2. l The dummies indicate the pinned points of the cloth.
l You may set transform keys (manually, puppeteering) to the dummies in order to trigger turbulence in
the clothes.
l To show/hide the dummies, use Ctrl + D to toggle.
3. l True soft cloth.
l The soft cloth settings shall be applied to this sub node.
3. Select the entire cloth group and transform it so that the pinned points are aligned to the connecting points on the
object.
4. Right-click on the cloth group and attach the entire group to the target object.
5. Apply texture settings to the true soft cloth of the group.
6. Play back to view results. If you are not satisfied with the results, then select the true soft cloth and adjust the physics
settings.
2. Adjust the transform data of the cloth and attach the entire group to the character's hand.
3. Remove the four dummies from the corners. Hide the left dummy (Shortcut: Ctrl + D).
4. Simulate and the cloth now turns into a handkerchief with four corners dropping naturally.
2. Select one or more dummies for setting keys. If you can not see any dummy, use Ctrl + D to show/hide the dummy.
3. Go to another time frame and set transform keys to the selected dummies. You may also use the Prop Puppet panel
to setting series of keys.
4. Turn on the Soft Cloth Simulation and play from the first frame to simulate the soft cloth animation.
A soft cloth is imported into the scene Simulation result (falls on the ground)
This is because the soft cloth is influenced by the settings in the Property, Collision and Wind Settings sections.
Apply a gray scale image as its Weight Map. The result will be as shown in the right cell of the table below.
Only the area covered with white will be influenced by the settings in the three sections listed above.
Note:
Note:
Note:
This prop can have single material or multiple materials.
6. Select the material from the list to pick the mesh to apply the Weight Map.
Note:
l You can also press down the eyedropper button at the top-right corner on this panel and then click on the
prop to pick the target material for further Weight Map customization.
l The Diffuse thumbnail will display the diffuse in the material you pick. You can utilize it to assure the
mesh of the material is the one you want to apply your Weight Map to.
Alternatively, you can drag and drop an image onto this thumbnail.
Note:
You can find many Weight Map templates in the Material Library.
8. The mesh of this material will thus be given soft cloth settings according to the influences of the gray scale image.
Note:
Please note that a completely black image cannot be loaded. If you don't want to have a soft cloth effect on the
entire prop, simply keep the thumbnail empty.
Note:
l Please note that different meshes of different materials can have individual settings for the Property, Col-
lision and Wind Settings sections.
l If you want to apply the same settings from these three sections to each mesh with a soft cloth, then activ-
ate the Affect All Materials box besides the Edit Weight Map button.
Basic Editing
The basic editing method is to simply change the Brightness or Contrast value of the Weight Map to adjust the surfaces
that are influenced by the soft cloth settings.
1. Prepare a prop.
2. Follow the same steps as described in the Loading Weight Map section to load a white image as a Weight Map to
the soft cloth.
4. You may use the Brightness and Contrast sliders to do quick and basic editing for the Weight Map texture.
Note:
Please note that these sliders can only affect the images that are not totally white.
2. Follow the same steps as described in the Loading Weight Map section to load a white image as a Weight Map to
the soft cloth.
3. In the Edit Weight Map panel, select either the Diffuse or Opacity channel.
Please notice that the marked in circle area on the Weight Map shall be paint in black in order to be pined.
Note:
The buttons in the middle of the panel are:
Note:
You maybe need to resize these images in order to make them the same size.
7. Save the image in the image editor. The editing result will be automatically sent back to iClone and update the
Weight Map data for the soft cloth.
8. Play back to view the simulation result. The black points hold the prop in the air instead of letting it fall on the ground.
Note:
The soft cloth is pinned according to the black area in the grayscale image.
However, some of the materials are redundant for applying the Soft Cloth effect. In order to filter out them from being listed
in the pane, use 3DXchange.
1. Select the object and click the Edit in 3DXchange in the Modify panel >> Edit tab >> 3DXchange section.
3. In 3DXchange, click the Edit Gray Map button in the Gray Map section.
5. Deactivate the boxes of the materials next to the meshes that are not to be applied with soft cloth effect and click the
OK button.
10. As for this case, apply a gray map to the object as shown in the illustration below:
Stretch = 90 Stretch = 90
Bending = 2 Bending = 2
Solver Frequency = 150 Solver Frequency = 300
(Fewer animation details - silk) (More animation details - rubber)
Note:
Please note that if you use Real-time mode to simulate soft cloth animation, then details will be displayed in accord-
ance to FPS; hence the value of the Solver Frequency will be less effective.
Stretch
Stretch
The Stretch determines how hard the cloth will be during collision. The higher the value, the harder the soft cloth is.
The illustrations below show the status of two soft cloth props with different Stretch values when they hit the floor.
Elasticity = 1 (low stretching ability) The soft cloth looks as stiff as cotton.
Elasticity = 100 (high stretching ability) The soft cloth looks as elastic as lycra.
Tether Limit
The Tether Limit determines the anticipated final size of the soft cloth after it rests from any animations, such as moving or
stretching.
The lower the value, the smaller the angle is - which diminishes the intensity of the soft cloth. You may use this value to
decide how a cloth bends when it contacts a surfaces.
Set various inertia values to determine if you want the un-pinned part of the cloth to keep moving in different levels when the
entire cloth stops.
Collision Margin = 10 The edges of the rigid body penetrate the soft cloth.
Collision Margin = 20 The soft cloth moves slightly away from the surface of
the rigid body.
If the Collision Margin is set too high, then the collision simulation will take place to far away from the target object, causing
unnatural results.
Collision Margin = 99 The soft cloth is too far away from the rigid body.
Force
The Force settings draw the soft cloth to a given direction while neglecting the global gravity of the project. It is a constant
force which may or may not cause wrinkling due to the non-uniform qualities like those exhibited in wind.
1. Create a project with a soft cloth pinned in the air.
2. Make sure the cloth is selected and go to the Modify panel.
3. In the Wind Settings section, set the X, Y and Z values in the Force group (in this case, the [X, Y, Z] = [0, -500, 500]).
The soft cloth will have a uniform reaction according to the direction of the force assigned.
Note:
l The higher the values are, the stronger the initial force will be.
l The X, Y and Z directions follow the world axis.
Wind
Unlike the Force setting, the Wind will produce intermittent 'gusts' which simulate the reaction of soft cloth in the wind.
Note:
Please note that the use of the X, Y and Z axes is the same as described in the previous section.
Gust Frequency
The value of the Gust Frequency determines the number of occurrences of wind gusts in a certain period of time. A higher
value dictates that gusts of wind will happen more often and vice versa.
1. General Strength: This triangle determines the maximum strength of the basic wind forces. This level also dictates
the idle performance of Soft Clothassets.
2. Gust Strength: This triangle determines the maximum strength of wind gusts.
The strength range falls at the weak side (left end) of the slider to generate breeze
The strength range falls at the strong side (right end) of the slider to generate strong wind
The strength range spans the weak and strong sides (left to right ends) of the slider to generate intermittent gusts of wind.
Look At
1. Select the desired actor.
2. Switch to the Attribute tab in the Modify panel. In the Look At section, click the Pick Target button.
3. In the 3D viewer, click on a target.
Note:
l You can have the actor Look At the target object over a certain period of time and then have it stop looking
outside that time range.
l You may optionally select the sub node of the target by clicking on the button and select a desired
node in the tree view.
The actor looks at the whole object The actor looks at the sub-node
(the front wheel)
The actor looks at the camera The camera moves away (the actor rotates her head to
keep looking at the camera)
Weight and Convergence
You may drag the Look at Weight slider to adjust the rotation weight of the eyes or the head.
The slider near the Head end The slider near the Eyes end
To adjust the Eye Convergence, drag the slider to the Inward or Outward side.
The slider near the Outward end The slider near the Inward end
Example: A lady walks down the street with the camera following her.
Note:
You may have the camera Look At the target object over a fixed period of time and use Set Free outside the time
range to stop looking at the object.
These path colors will serve as ID color to identify which path a prop or character is currently attached to in the
timeline.
Drawing on Terrain
When creating paths on terrain, the control points follow the height and angle of the terrain. Whereas the grid only remains on
a flat surface.
Note:
l Please do not create path both in the sky and on the terrain, you might get an unexpected result.
In order to get the best result, we suggest you to create a path on the terrain first, and then flip the path to place it
in the sky.
3. Right-click on one of the keys and select Convert Position to Path from the right menu.
Note:
l Once you have converted the prop's position keys to a path, they do not have a link relationship. A link rela-
tion will only be established when you use Pick Path either in the avatar's or prop's modify panel.
l When you convert a camera's position keys to a path, the camera will only follow the control points from
point to point and may not follow the curve of the path accurately.
Precision: 10 Precision: 90
Tangent Type
When setting the tangent type of the path, you can define whether you want to have the path curved or straight/linear between
point to point.
Linear Smooth
Note:
When you have both Project to Terrain and Follow Terrain enabled, Follow Terrain would be the layer that the prop
will be following.
Add Delete
4. Press the Ctrl key to select multiple points for deletion.
Select Delete
5. You can also use the Selection tool to select multiple control points at once.
6. While a control point is selected you can use the Move and Rotation tools to set its transform data.
Move Rotate
Note:
l If you do not have the Edit Path Button enabled, you can only control the entire path instead of the control points.
2. Select the prop and click the Pick Path button in the prop's modify panel.
Before After
4. The path name in here represents the path that the prop is currently attached to.
Note:
A link relationship between paths and props and characters will only be established when you use Pick Path.
When you direct the character to a certain position using the Move command, a link will not be created.
Character
There are two ways to enable your characters to walk on a path you have designed. You may simply direct them to walk on a
target path using the behavior mode in right menu.
1. Create a path for your character to walk on.
2. Add a character into the scene.
3. Right-click on the character and select Move > Walk_Forward.
4. Pick the path you have just created. The character will walk to and then right along the path.
Note:
l When using this command on a path you have frozen, the character will not follow and walk on the path.
l A link relationship between paths and props and characters will only be established when you use Pick Path.
When you direct the character to a certain position using the Move command, a link will not be created.
l A character will always walk to the beginning or the end of a path when you pick a path for the character to walk
on.
Position Value
After you have created a path for the prop to follow, the value on the path is always from 1 to 100.
When moving from A to B, you will get a positive number, but when the prop is moving from B to A, the value reverses to a neg-
ative value.
Infinite Loop
You can create a continuous loop by setting the value to 200 to make the prop follow the path twice, 300 for three times and
so on.
1. In this example, we have picked the I path for the prop to follow.
2. Drag the timeline slider to a new frame and enter a new value in the position field.
3. After setting position keys of the prop, open the Path sub-track of the Constraint track in the Timeline panel.
5. Drag to a new frame and click the Pick Path button in prop modify panel.
6. Select the C path and repeat step 2 to 4.
Release Constraint
Releasing constraint from path allows you to release the attached connection from the path to the prop or actor.
1. Select the prop.
2. During the session of attaching to the path, you may drag to a frame and press the Release button to detach.
3. When you have detached the prop from the path, the Path Track in the timeline changes instantly to reflect that the
constraint relationship has disappeared.
Transition Keys will only appear when the Path or Release keys are selected.
If the durations are prolonged, then the positioning or On the contrary, the motion will be quick and sudden.
releasing motions will be slower.
l Now adjust the key to frame 100. You may now see the bus runs even faster to get to the destination in these frames.
*The object's transformation will be saved into the key on the start frame.
3. Follow the steps described in the Setting Position Keys section to have the flying object start and stop moving along
the path on a certain time frame (not on the first frame).
B. The object starts to move along the path from the first control point arrow (in this case, the first one).
C. The object starts to gradually move to the first point of the path because of the layered transition start key,
even though there is no other keys on the Transform track.
D. The object stays on the designated control point arrow (in this case, the last one) of the path after this stop key.
2. Click the Release button to release the object from the path.
3. The object will gradually move back to where it was at the start time frame.
Note:
l Click on the release key to show the transition stop key.
l With the layered Transition Stop key, the object gradually retrieves its starting position (at the first frame),
causing the object to move back.
l Control the speed at which the object returns to it's starting position by dragging the transition stop key
around.
6. The prop now follows the direction of the control points.
2. You may click the Edit Path button to position the Control Points.
3. Now, create another path in the sky.
5. Go to the Path section in the Prop's modify panel and click Pick Path.
2. Drag the Timeline Slider to a preferred frame. Adjust the value in the Position field to set the prop's position and add
a position key on the selected frame.
3. Drag to a new frame in the Timeline and click the Pick Path button and select a control point on the second path.
4. Drag the Timeline Slider to a new frame again. Adjust the value in the Position field and make the prop move to the
last control point on the pink path.
Camera on Path
Now, we will be creating a path for the camera to move on.
1. Add a camera from the Camera List. Alternatively, you may access the Create >> Add Camera command from the
main menu bar.
2. Select the camera and pick a path to attach the camera to the path.
3. Drag the timeline slider to a new frame and set position value to 100.
4. Now the camera runs smoothly from the start to the end.
Look At Target
Since we have set a path for the camera to move on, we can now direct the camera to look at a specific object.
1. Add and place an object in the scene.
2. Select the camera and click Look At in the modify panel.
3. Pick the object to look at.
4. Now the camera runs smoothly on the path while looking directly at the object.
Camera on Path
Looking through the Camera
Note:
You may also apply this to the character and the light system.
Initial structure After Link (Structure remains) After Attach (Structure changed)
l The Comparison of Link and Attach
l Link
l Attach
Link
1. Drag and drop the desired prop(s) into current project.
2. Click on the prop to pick it.
5. Adjust the position of the prop for better placement if necessary then click the button and check the correct
sub-node is selected in the Link to Sub-Node panel, select the Position option and click OK. The prop then will be
forced to align to its parent.
Basic Attach
1. Pick the prop you wish to have become the child in the attaching relationship.
2. Go to the Attribute tab of the Modify panel and scroll to the Attach section, click the Pick Parent button. Altern-
atively, you may right-click on it and select Attach in the Right-click Menu.
3. Navigate in the 3D viewer and click on the target object.
4. a. If you are using any Manipulating Tools, clicking once on the parent node will pick the whole group; and click on
the child to pick it.
b. If you are using any Camera Tools, double-click to pick the whole group. You may only use the Scene Manager to
pick the child node.
5. You may optionally click to pop up the Attach to Sub-Node panel and select the Position option to have the
child aligned to the parent instead of adjusting it manually.
6. Click the button in the bottom of the Content Manger to save the merged object into the
library while the attaching relationship is kept as well.
Note:
l Please notice that all the props attached to an actor will be converted into accessories. You may modify
their parameters in the Modify panel.
l The Attach relationship can not be set as keys throughout the current project. Please use the Link method
for this purpose.
Attach the front tire to the frame with Move the frame away
Move: Unchecked
Rotate: Checked
Scale: Checked
Attach the front tire to the frame with Rotate the frame
Move: Checked
Rotate: Unchecked
Scale: Checked
Attach the front tire to the frame with Scale the frame
Move: Checked
Rotate: Checked
Scale: Unchecked
1 Dock / Undock Double-click on the caption to dock the panel to the docking place, or undock the panel and make it
float above the main program.
2 Display Sub-Tracks Click this triangle button to show selected sub-tracks.
3 Sub Track l This track shows the sub tracks when their grouped buttons are pressed down.
l Single-click on the sub track name to select the object to which it belongs to.
l Double-click on the sub track name to select all the data in the track.
l Click the Cross icon beside the sub track name to collapse the track.
4 Main Track l This track shows the project or an object's name.
l Click the arrow button to select sub track items in the drop-down list, you wish to show /
hide on the Timeline.
l Single-click on the name to select the object.
5 Track Menu list Click the drop-down list and select the items, you wish to show / hide on the Timeline.
6 Object Related Tracks When you pick an object in the 3D viewer with this button activated, the Timeline will only display
the tracks of the picked object.
7 Open Same Track When you pick an object in the 3D viewer with this button activated, the Timeline will display the
Types similar tracks that belong to other objects, which are related to the picked object.
8 Previous and Next Key l Click these two buttons to snap the play head back to the previous or next key, or the start-
frame clip.
l The key or clip will be automatically selected.
9 Clip Editing Tools Click this button to show the clip editing drop-down list.
l Cut: Click the button to cut the target key, or clip, and add into the clipboard.
l Copy: Click on the button, or use hotkey Ctrl + C on selected keys or clips to copy (single or
multiple keys).
l Paste: Click on the button, or use hotkey Ctrl + V to paste to the target frame (single or mul-
tiple keys).
l Delete: Click on the button or press Delete key to delete highlighted keys or clips.
10 Audio Editing Tools l Click the Sound button to show a panel to modify the clips on the Sound track.
l Click the Lips Editor button to show a panel to add or modify lip-synched keys on the Lips
track.
11 Zoom In / Out Click this button to use the tools in the drop-down list to zoom in / out the timeline.
Fit to Window l Click the Zoom In button, or use hotkey "+" (or Alt + Rolling the mouse wheel) to increase
Actual Size the time (cell) unit size.
l Click the Zoom Out button, or use hotkey "-" (or Alt + Rolling the mouse wheel) to decrease
the time (cell) unit size.
l Click the Fit to Window button to view the entire timeline items within the timeline window
space.
l Click the Actual Size button to show the time unit represented as 60 frames per second.
iClone 7 User Manual - 543
12 Play and Stop l Click the Play / Pause button, or press the space bar to play the project; click again to
pause playback.
l Click the Stop button, or press the "," (comma) key to stop playing.
13 Current Frame This field shows the current frame number when you click on the target frame in the timeline. You
may also type in the frame number to jump to the target frame. This allows you to go to any pre-
cise target location. This is especially convenient for animation with clear timing control.
14 Play Head Drag to move to the desired time frame.
15 Playback / Render Drag the two flags to decide the range for playing back or rendering.
Range
16 Play Bar Show / Hide Click this button to show or hide the play bar.
2. Toggle the Object Related Track button on the Timeline toolbar.
3. Select the object you want to modify (in this case, the ball).
Note:
Please note that you can swap the order of step 2 and 3.
4. The tracks of the selected object will show on the Timeline. You may then adjust the data in the tracks of the selec-
ted object.
3. The tracks of all the selected objects will show on the panel. You may then do further editing to them.
Note:
l If you want to synchronize the track visibility of objects on the timeline, you can toggle the Open Same
Track Types button on the toolbar to show / hide tracks of objects at the same time.
4. Press down the Open Same Track Types button on the toolbar.
5. Click the down arrow button on one of the character's base tracks and activate the boxes of the sub-tracks you want to
show / hide (in this case, the Viseme track).
Note:
You are able to swap the order of step 3 and 4.
7. You may then add data to the objects. For this example, the conversation voice clips for both characters.
8. Keep adding or editing data within these tracks until you are satisfied with the result.
Note:
Make sure the Open Same Track Types button is pressed down (in green) when you want to synchronize the
track visibility of objects. The button will be toggled off if you edit a track not belonging to the last-selected object
(the base object).
1 Add key l Double-click on the timeline cell area to add keys or press this button.
l Keys can also be automatically added when users alter key information in the Modify Panel.
l The Add Key button only works for the Transform, Motion Layer, Facial Layer, Visible, HDR,
IBL, and Effect sub tracks, and all other sub tracks for cameras and lights (Constraint sub tracks
are excluded).
2 Break l Break works for Clip type data in all tracks / groups.
l Click the button, or use hotkey Ctrl + B to split the selected clip at a current frame into two new
clips.
3 Motion Modifier Click this button to launch the Motion Modifier panel.
4 Loop l The Loop button works to Clip data in all tracks / groups.
l Click this button and drag the clip's right edge rightward to repeat the clip.
5 Speed l The Speed button works to Clip data in all tracks / groups.
l Click this button and drag the clip's right edge rightward / leftward to decelerate / accelerate the
speed.
6 Insert Frame l Click this button to insert a designated number of frames into the current time frame in order to
increase the length of the project.
l You may also use this feature to insert frames for individual objects without affecting the length
of the project.
7 Delete Frame l Click this button to delete a series of selected frames in order to decrease the length of the pro-
ject.
l You may also delete data, within a range, of any object in the current scene without affecting the
length of the project.
8 Add Flag l Click this button to add flag marks to specific time frames on the Project track. This allows you
to easily hop between events.
l You may quickly jump to the frame by using the Tab, and Shift + Tab keys.
1 Timeline Pointer Drag the pointer on the Timeline frame meter for a quick frame review.
2 Key Animation Key stores RTS (Rotation, Transformation, Scale) data for all objects in the iClone 3D space,
including camera, lighting, actors, props, and accessories. Users can use keys on the timeline to control a
prop's location, rotation and size change; as for actors, cameras and lighting, only location and rotation can
be controlled.
Parameter Key stores settings of specific objects such as Color, Range, Beam, Falloff of Lights and
Lens, and Focal Length of Cameras. The parameter values between keys are automatically interpolated.
3 Clip Animation Clip stores motion / animation clip segments of animation data corresponding to animated
objects, such as moving / performing / operating of actors / iProps, LiveProps, merged props, and hand
gestures. Animation Clips can handle more complicated motion behaviors, such as skin-bone animation
and morph animation.
A clip may be accelerated / decelerated, looped or blended into another clip. Please refer to the Speed,
Loop and Blending section for more information.
4 Target- Target-switching data stores the targeting relationship between one object and its target. The target can
switching be changed or even dissolved at any time frame. Features such as Look at, Link to for actors, cameras,
lights or props (Link to only) are under this category.
5 On/Off The On/Off data on the Visible track stores only one object status. You may make the object visible (on)
at one frame, and invisible (off) at another.
The On/Off data can also control the emitter of the particle effect to start / stop sending particles.
6 Lip-Synching The Lip-Synching Key decides lip shapes in certain times as the actor speaks. It may be automatically
Key generated by assigning a voice to a character, or by manually setting one with the Lips Editor panel.
(Actor Only)
7 Voice Wave The Voice Wave shows the waveform of the character's voice. It is automatically generated in order to
(Actor Only) add lip synching keys at specific times.
8 Transition Key The Transition Key decides when the reaching action of an actor or following path behavior of an object
starts and when it ends. This type of key may be dragged so that you decide the reaching, path-following
or releasing speed. It shows only when you select the data on the Reach (Target / Release keys), Path
(Position keys), and Spring (On / Off data) tracks.
9 Representative The Representative Key on the Dope Sheet track implies that it contains one or more keys within its sub
Key tracks. Once you change an object's data, you will then be able to add or modify the data in its sub tracks,
which will also add or modify a Representative key.
10Solid and Hollow l Hollow Key: Represents partially keyed frame in the track, meaning not all axis of the element has
Keys a key.
l Solid Key: Represents a completely keyed frame.
Usually, Hollow Keys will appear most when Edit Motion Layer or Sample Clip is applied. This is
because iClone 7 performs optimization on all the keys when these commands are executed to make
the motion keys more concise. You need to use the Curve Editor plug-in in order to adjust the Hollow
Keys.
l Use Ctrl + LBM (Left Button Mouse) to select multiple keys / clips.
l Use Shift + LBM to select the adjacent keys / clips.
l Copy Keys or Clips - Use Ctrl + drag keys, or clips, to duplicate them.
Note:
After the data is selected, you may delete, copy and paste it; besides, moving ( ) it is also avail-
able.
Note:
The copied transform keys can be pasted onto similar asset types.
You can then get an opposite pose by simply copying and pasting keys. The opposite pose (right jab punch) is thus
done.
l Collecting Motion Clip: You can also set a range in the Collect Clip track, right click within the range and save the
motion into a clip file.
However, these methods save only the motion clip and its encased motion layer keys.
Therefore, after you apply the motion to another character, the motion will be totally different.
The motion influenced by the keys in the Reach Tracks will be baked into the motion clips.
3. Save the clip as described two methods in the previous section (Directly Save Clip or Collect Clip).
However, this method, although keeps the reach-key results, will not keep the Look-at keys.
2. Save the clip as described two methods in the beginning section (Directly Save Clip or Collect Clip) of this page.
The motions caused by the Constraint Keys, including the Reach and Look-at ones, will be baked into the motion
clip when you export it.
Apply the motion clip file to another character and you will find that the motion is identical as in the original project.
Note:
You can also use the Collect Clip method to creating MotionPlus file for baking the constraint keys.
A character's dope sheet track and dope sheet keys. These keys represent the data in different tracks.
Note:
l If the data type is a clip, then its dope sheet key only points to its starting frame.
l Please note that only Terrains don't have dope sheets due to the fact that you can't set any keys on them.
Editing the dope sheet key (in this case, moving). The data that is represented by the dope sheet key will be
edited as well.
l Quick Editing for Multiple Objects: The best and most powerful usage of the dope sheet is that you may sim-
ultaneously edit different dope sheet keys of different objects.
Edit the dope sheet keys (in this case, to delete the dope The data that is represented by the dope sheet keys will be
sheet keys that are spanning different objects & tracks). edited as well.
If you apply Effects, such as NPR or Lens Blur, then you will also see related group buttons added under the Project main
track.
3. Click the Insert Frames button on the tool bar. Enter a frame number before the start frame.
4. Click the OK button and the specified number of frames will be added before the start frame. The initial animations
will then be postponed and the total length of the project will be increased.
2. Press F3 to open the timeline. Click the Track List button and select Project from the menu.
3. Focus on the Project sub track.
l Delete Data: Deletes only the clips and keys within this range.
l Delete Frame: Deletes keys as well as the frames within the range to shorten the length of the project.
6. If you Delete Data, the data within the range will be removed. The data after the range will stay where it is.
7. If you Delete a Frame, the data and frames within the range will be removed and the data after the range will be
advanced.
Note:
Only the clips whose start frame falls within the range will be removed.
Adding Flags
1. Open the Timeline (F3).
2. Click the Track List button and select Project to show the project track.
3. Click on the target frame in the Project sub track.
5. Give the flag a name and put down a description for the flag. Click Apply to insert a new flag into this frame.
6. You may click on another time frame in this track and repeat Step 4 to 5 without closing the panel to add more flags.
The transition curve will then be generated between these two keys only.
You can drag the Strength slider for the four basic presets to dramatize the results.
The transition type of the last preset, named Default, is determined by the setting in the Default Key Tangent section
of the Preference panel.
A key can be created by double clicking on a portion of the Timeline that does not contain a clip.
l Auto Extend = ON: the key will be joined with the clip to its left.
l Auto Extend = OFF: the key will just be integrated into an independent Motion Clip.
Auto Extend, Loop, Speed and Time Warp for Clips
If a clip has Loop, Speed and / or Time Warp applied, then different scenarios will occur when Auto Extend is enabled.
2. Select a curve type from the Time Warp drop-down list.
3. Drag the slider to increase or decrease the variation of the curve. Note: When you decrease the variation curve to the
left-most side, the curve will be similar to the linear curve.
Visibility
Loop will create Instance Clips behind the Source Clip which are identical to the source clip. In order to make changes to
the instanced clips, you must change the source clip itself.
Applying Time Warp in iClone 6 will re-sample the keys of the clip, causing the keys to either be lost or moved, making the
original motion unrecoverable. Contrast this with iClone 7, where Time Warp will not tamper with the original keys, thus pro-
tecting the fidelity of the original motion clip.
2. Open Timeline (Shortcut: F3). Open the Motion track of the actor. You will see that the motion clip is stored inside the
track.
3. Right-click on the clip, select Remove Motion and pick the body part from which you wish to remove motions.
4. You may repeat the same steps to remove motions from other body parts.
5. Play back and the motion of the body part will be removed from the original motion clip.
Adding Motion Layer Keys to Produce New Motion
After motions of body parts are removed, you may then use the Edit Motion Layer panel to set new poses in body parts to
generate new motions.
1. Go to the Modify panel >> Animation tab, click the Edit Motion Layer button.
2. Modify body parts where motions have been removed.
l If you only set motion layer keys, then you will get an offset motion instead of an absolute pose. Use Remove
Motion on an existing motion clip before setting motion layer keys, and the body parts whose motions were
removed will have an absolute pose.
Note:
Please note that if you use these two methods to remove animation or motion clips, then the Link key in the first
frame of the project will not be removed. You must manually delete the key in the Constraint >> Link track of
timeline (Shortcut: F3).
3. Double-click on the title of the track to select all the clips in it. Press the Delete button.
Reset All
1. Please make sure that you really intend to remove all the motion / animation clips.
2. Click the Animation >> Reset Whole Scene command on the menu bar.
All the motion / animation clips of All Objects will be removed.
2. You may then see the left foot of the character slides after it finishes kicking and the right foot steps back to the
ground.
3. Open the Timeline (Shortcut: F3), then the Motion track of the actor. You will see that the motion clip is stored inside
the track.
4. Right-click on the clip where the foot-sliding starts, select the Break command to split the motion into two clips. The
later clip section now contains the foot-sliding issue.
6. The position of the foot will be aligned based on its position at the start of its respective clip.
2. Go to a latter time frame after the walking finishes and apply any one motion template (kicking in this example) from
the Animation tab >> Motion library to an actor.
3. You will see a sliding transition for both feet between these two clips.
4. Right-click anywhere on the latter clip, select the Align command and pick one of the options from its sub-menu. In
this case, the Right Leg.
5. The right leg position in the entire later clip is aligned to the ending pose of the previous clip in order to remove the slid-
ing issue between these two clips.
Speed
1. On the timeline, select any track in which a clip exists.
2. Pick the clip.
Loop
1. On the timeline, select any track in which a clip exists.
2. Pick the clip.
Blending
Each clip possesses two blending parts, one at the head and the other at the end. The head blending part can be adjusted
while the end blending part can not. When there is no previous clip to connect to, the blending part of a clip will blend with the
idle motion.
Follow the steps below to have two motions blend with each other:
1. Have two clips applied into the Motion track (Idle and Run motions).
2. Pick the latter clip. The blending part will be shown before the clip. (Empty rectangle).
3. You may decide the start frame of the blending effect by dragging the left edge of it.
However, after iClone 7.1, the layer keys are encased in the motion / animation clips. These two types of data thus have con-
nections as described in this page.
Usually, Hollow Keys will appear mostly when Sampling Clip is applied (seldom, Edit Motion Layer). This is because
iClone 7 performs optimization on all the keys when these commands are executed to make the motion keys more concise.
Please note that you need to use the Curve Editor in order to adjust in details for hollow keys.
Gestures only replaces the Motion Clip's gesture layer, other Motion Layer keys will only superimpose onto the per-
formance of the gesture clip.
The Default Pose of the embedded G5 (generation 5) The Default Pose of the embedded G5 (generation 5)
male - Chuck. female - Gwynn.
Note:
Please note that the Default Pose is different from the T pose or Y pose (as shown in the illustration below) that other
traditional 3D editing tools usually use. If you want to use these poses, then you can find them in the Motion >> 00_
Pose library under the Animation tab of the Content Manager.
2. Click the Animation >> Remove Object Animation command from the main menu bar; or right-click on the char-
acter, then select Remove Object Animation from the right-click menu.
3. The character's default pose will be replaced by the current pose.
4. Click the Default button in the Edit Motion Layer panel.
5. You can click this button at any time frame to retrieve the default pose. A motion layer key will be automatically added
into the Motion layer track and its sub-tracks.
2. Go to the desired frame, set one Motion Layer key to tune the bone offsets for the Perform motion.
3. If you are not satisfied with the result then you may want to reset all the offsets:
l Delete this key and add a new key again.
l Click the Reset button in the Edit Motion Layer panel.
The Reset button actually adds a motion layer key that gives the priority back to the underlying motion clip.
4. Go to another frame. Click the Reset button again. The transition motion between the keys will auto-generate.
2. Go to desired frame, add one key by moving, rotating or scaling the object.
3. If you are not satisfied with the result and you want to reset the data, you may either:
l Delete this key and add a new key again.
l Click the Reset (Zero Out) button.
Adjust the transform again in the same frame.
4. Go to another frame later than the key added in step 3. Click the Reset (Zero Out) button. iClone will then add a neut-
ral key to cancel the effect of previous keys.
l The original moving path of the iProp. l A transform key (offset along the X axis)
l Moving animation is saved in the is added.
Animation track. l The path is modified by the transform key.
3. If you are not satisfied with the result and you want to reset the data, you may either:
l Delete this key and add a new key again.
l Click the Reset (Zero Out) button.
Adjust the transform again in the same frame.
4. Go to another frame. Click the Reset (Zero Out) button. iClone will then add a neutral key to cancel the effect of all
the previous keys in the track.
l When the car moves to the location l A new Reset (Zero Out) key neutralizing
as shown in the illustration, press the the prior effect is then added.
Reset (Zero Out) button. l The path is back to the original one.
Formula: Transform in Move Clip and Transform Data
The transform values in the Modify Panel can be described by the following formula:
Transform by Move Clip (Animation Track) + Transform Key (Transform Track) = Transform Values (Modify Panel).
Initial Position
Set a Transform Key. Use the Move Command to move the iProp.
The Transform Data is modified following
the formula above.
Note:
The clips for character is always referred to as Motion Clip while the ones for props or accessories is referred to as
Animation Clip.
Note:
The item in the right-click menu changes in accordance with the object selected:
l Standard CC Character: Sample Motion Clip >> Sample All Parts.
l Non-standard character: Sample Motion Clip.
l Prop and Accessory: Sample Animation Clip.
3. Alternatively, if you want to sample just parts of a CC character, use Sample Motion Clip >> Sample Selected Parts
instead to open the sampling dialog box.
Note:
The item in the right-click menu changes in accordance with the object selected.
l Standard CC Character: Flatten Motion Clip >> Flatten All Parts.
l Non-standard character: Flatten Motion Clip.
l Prop and Accessory: Flatten Animation Clip.
3. Alternatively, if you want to flatten just parts of a CC character, use Flatten Motion Clip >> Flatten Selected Parts
instead to open the flattening dialog box.
2. Right click on the clip and choose Flatten Motion Clip >> Flatten And Keep All Keys.
3. The keys will be re-calculate and optimized instead of merged into the clip. Meanwhile, the cells will match the
timeline units again.
3. Play the project from the start frame. You see the actor pops back to the ground when the play head reaches the 2nd
clip.
4. Right click on the 2nd clip and select Reverse in the menu.
5. Play the project. You see the actor lies back to the ground in a reversing method of the original motion clip.
Limitations: If the movements in a motion clip are too dramatic, such as big turning or heavy transformation, then it is
not recommended to use the Motion Modifier for further adjustments.
l Default Pose : For most of the motion clips, especially motions that do not change much throughout the entire
clip, click this button to use the default pose as the base reference for modification.
l Auto Generate : For the motions that change a lot from time to time in clips, click this button for auto-calculating
the average pose of the clip as a base reference.
l Load : You are allowed to load an iMotion to use the first pose of it as a base reference.
5. Click the Preview button and press the Space bar to start previewing (Shortcut: Spacebar).
6. Drag the sliders in the Part Modify section.
7. Click the OK button and the entire clip will be converted into an altered one.
2. Apply a G3 motion to the actor. The actor's neck and shoulders seem very stiff and the body is slanted backward.
3. Open the Motion Modifier panel and switch to the Pose Correction mode.
4. Adjust the Hip Back/Forward and Head Back/Forward sliders to loosen the neck, shoulders and rectify the actor's
center of mass.
3. Right click on the clip and select the Reset Pivot command from the right-click menu. The whole motion then hap-
pens at the same position.
4. Drag in the actor main track to mark a range to include all the motion in the Motion track.
5. Right click in the range and save it to your desired directory.
Note:
l You may optionally create a loop motion for Persona file to refer to.
l If your actor is not at the origin as you apply it into iClone, you may add a transform key to set the actor to
the origin.
l Please refer to Reset Motion Root for more information.
Actor Root: It is also known as the BoneRoot or the Motion Root: It is also known as the LowerTorso node
Pivot of the character, which determines the actor's in the actor's bone hierarchy. All applied motion clips
actual location, i.e., the value of the transformation data affect the transformation change of this node, thus you
(Move, Rotate). might see kick or dance motion. However the Actor
Actor Root changes only when transformation is being Root remains in the original position.
applied. The data is kept on the Transform track. All motion clips, either from the Content Manager or
from the Import feature, are kept on the Motion track.
Problem: When you apply motions to an actor the Motion Root will sometimes be moved away from the Actor Root. The
Motion Root aligns back where the Actor Root in order to blend with the Perform, Move, and Operate motions. Therefore, a
motion composed of several motion clips will always have annoying back-to-the origin situation at the interval among clips.
A "Run" motion is applied to the Motion The motion clip brings the Motion Root If the motion clip is followed with any Per-
Root. away from the Actor Root. form, Move, and Operate motions, you
might find the motion being dragged
back to the Actor Root, because the
Actor Root is still there, and the
Perform, Move, and Operate motions
always align with the Actor Root.
Purpose of Align Actor Motion
The purpose for the Align Actor Motion is always having the Actor Root align with the Motion Root to ensure the con-
nectivity between motions.
Please refer to the Connective Motions without Back to Origin section for more information.
The Actor Root moves with the Motion Root. The other Move motions (from the right-click menu) will
start at the new location.
3. Apply the created motion by clicking the Import command in the right-click menu of the Motion track.
This is due to the fact that the character's pivot does not rotate as it turns. The second animation will be applied based on the
pivot orientation.
3. Apply the same motions again with same time. The angle of the character will be continuous even though the char-
acter turns by the motion clip.
is limited to linear type with disappointing results. In this case, the legs move through the front table during the transition.
Note:
You can change the strength of the applied template to dramatize the result.
6. Sample the clip to extract the certain body parts into layer keys.
7. You can then use the Edit Motion Layer or Edit Animation Layer (for prop and accessory) panels to modify the layer
keys.
Move
Start Frame: 0 End Frame: 300 Start play back and the box will move
Move Key Added: (-100, 500, 0) Move Key Added: (0, 0, 0) automatically from (-100, 500, 0) to (0, 0, 0)
within the frame range.
Rotate
Start Frame: 0 End Frame: 300 Start play back and the box will rotate
Rotate Key Added: (0, 0, 0) Rotate Key Added: (0, 90, 0) automatically from (0, 0, 0) to (0, 90, 0)
within the frame range.
Scale
Start Frame: 0 End Frame: 300 Start play back and the box will scale
Scale Key Added: (100, 100, 100) Scale Key Added: (50, 50, 10) automatically from (100, 100, 100) to
(50, 50, 10) within the frame range.
2. Click the Visible/Invisible button on the tool bar. The eye button icon will then close and the object will be hidden.
3. A key will then be added into the Visible track instantly.
4. Go to another frame and click the Visible/Invisible button again to show the object. The actor shows and a key is
added into the Visible track automatically.
The blending effect between two hand motion clips will be generated automatically.
2. Click the Edit Motion Layer button under the Animation tab of the Modify
panel.
3. Set a motion key by editing the effector points in the dummy pane. Please refer to the Using the Edit Motion Layer
Panel section for more information.
Setting another motion layer key. The motion layer keys in the tracks.
3. The in-between animation is automatically generated.
2. Click the Edit Motion Layer button under the Motion tab of the Modify panel.
3. Move to the specific time where you want to overlay the offset key in the clip.
4. Select and adjust the effector points you wish to edit with the or tools. The key will automatically be
added into the Motion Layer track and be blended in the pose of the motion in the Motion track. Please refer to the
Using the Edit Motion Layer Panel section for more information.
Adding a motion layer key for offsetting bones. The motion layer keys affect the motion clip.
Viseme Track
The Viseme Track stores the lip-sync data of the character that moves the mouth. Go to the Modify panel >> Animation tab
and click the Create Script button.
l Click the Record Voice, Wave File and TTS buttons to record your voice, to import a wave file or to utilize TTS to cre-
ate the lip-sync data for the actor.
l Click the CrazyTalk Script button to import a script or motion clip you created from CrazyTalk. (This fills both
Viseme and Expression tracks)
The Data will be converted into clips in the Viseme Track and can then have its position adjusted to have your avatars speak
at different times.
Expression Track
Facial Clips will be produced in the Expression Track when:
l You apply a Facial Animation template from the Content Manager.
l You click the CrazyTalk Script button to import a script or motion clip created from CrazyTalk.
l You have recorded a facial movement in the Face Puppet panel.
Facial Layer Track
The facial deformation keys generated from the Face Key panel are displayed in the Facial Layer Track. This track stores the
unique bone-based facial deformation data which gives rich facial details to actors. Please note however that this data can-
not be imported back to CrazyTalk.
This character's motion is composed of body motion (motion layer keys if necessary), path keys and look at features.
6. Right click within the range the select the Add MotionPlus to Library from the menu.
7. Activate the Motion and Bake Constraint Key boxes. Save these items into one single MotionPlus file.
9. Drag and drop the saved MotionPlus file onto the new character.
10. You may see that the included motions, as well as the constraint results are applied to the new character, even though
the looking target and the path are removed.
Note:
Please note that the original constraint keys or switches will NOT be kept in the MotionPlus file; only the con-
straint results will be baked and flattened into the file.
3. Use the Prop Puppeteering feature to animate the prop. The character will move along because of the linkage.
4. Make the character to Reach both hands to targets (the targets can optionally be given individual animations).
This character's motion is composed of body motion (motion layer keys if necessary), link and reach keys.
5. Open the Collect Clip track of the character and select a range.
7. Activate the Motion and Bake Constraint Key boxes. Save these items into one single MotionPlus file.
Note:
Please note that the HumanIK enables the character to have foot and hand contact behavior. The delicate step-
on-ground results can be baked as well when you create a MotionPlus file.
9. Drag and drop the saved MotionPlus file onto the new character.
10. You may see that the included motions, as well as the constraint results are applied to the new character, even though
the reaching target and the linking target are removed.
Note:
Please note that the original constraint keys or switches will NOT be kept in the MotionPlus file; only the con-
straint results will be baked and flattened into the file.
2. Create body motions (composed of motion clips, hands clips, and motion layer keys) for the character.
4. Apply facial expressions to the character (with CrazyTalk scripts or Facial Puppeteering feature).
6. Right click within the range the select the Add MotionPlus to Library from the menu.
7. Activate the Motion and Facial Animation boxes. Save these items into one single MotionPlus file.
9. Drag and drop the saved MotionPlus file onto the new characters.
10. You may see that the included motions, as well as the facial expressions are applied to the new characters.
2. Right click on the character and select the Move >> Fly Backward command from the right-click menu, and
click on the ground to set the destination.
3. The character generates a body motion as it's flying. At the same time, the wings also generate flapping anim-
ations. These two kind of data are automatically grouped in the Timeline.
4. If you edit the clip (such as looping it), the other clips in the group will react to the manipulation simultaneously.
2. Right click on an iProp and select one of the Operate commands from the right-click menu to have the char-
acter interact with the iprop.
4. Edit one of the components in the group (such as dragging). The other clips in the group will react to the manip-
ulation simultaneously.
2. Drag to make a range on the actor's main track and right-click to generate a MotionPlus file. Select the data
that you want to include in the file (if you are not sure what shall be activated, then activate them all).
4. Apply the new character with the generated MotionPlus file.
5. Edit one of the components in the group (such as decelerate). The other clips in the group will react to the
manipulation simultaneously.
Drag the right edges of one of the clips to decelerate the entire group.
2. Right click on any clip-type data in this group and select the Split command from the right-click menu.
2. Export the first actor's entire motion range (body motions, voices and facial expressions) as a MotionPlus file.
Please refer to the Body Motion and Facial Expressions section for more information.
Note:
l It is highly recommended that you utilize the Collect Clip method to generate MotionPlus files instead of
clicking the Add button in the Content Manager, because if you do so, the actor-related motions from the
entire project will be added into the library with lots of redundant and unnecessary data inside of it.
l The Collect Clip method ensures that you extract the precise range of the actor's motions and facial
expressions.
3. Select the second actor (in this case, the chimpanzee).
4. Click the File >> Merge MotionPlus command from the main menu bar. Select the MotionPlus file exported in the
previous step.
Note:
If you right-click on the Motion track and click Import from the menu to load the desired MotionPlus file, then
you will not see this filter panel because the Import feature is meant to replace the currently applied motions and
facial expressions.
6. You will see that only the first actor's facial animations are applied to the actor while the original body motions are
kept.
Note:
You must Split the target motion group of the actor before proceeding with merging the partial motions from any
MotionPlus file. If you don't do this, any data in tracks you didn't select will be replaced with empty data.
3. Turn the visibility of the character on and off at different times by clicking the Visibility On/Off buttons in the Actor >>
Avatar >> Modify Panel >> Display section.
5. Repeat the steps at other time frames to create a flash/hide effect for the character.
3. Right click within the range the select the Add MotionPlus to 3DXchange from the menu.
4. Repeat the same steps to the range with the visibility modifications to create another MotionPlus file for flash-
ing/hiding the character.
5. Go to 3DXchange, in the Motion Library, you will see two more items appended to the end of the original ones that
the character has by default.
(Optional) Double click on the Clip cell of the clip to rename them.
7. Export (Ctrl + E) the character to iClone. Make sure you include both the character and the MotionPlus clips.
4. Utilize the new commands to create show and hide effect for the character.
3. Hide unwanted accessories for a series of motions by pressing down the On / Off buttons in the Actor >> Accessory
>> Modify Panel >> Display section.
3. Right click within the range the select the Add MotionPlus to 3DXchange from the menu.
Note:
l You may choose the Add MotionPlus to Library command in the menu. However, you need to manually
load the MotionPlus file into 3DXchange later on if you choose to do so.
l If you decide to save the MotionPlus file to a destination folder, then remember to activate the Accessory
Data >> Visible boxes in the MotionPlus Option panel.
5. Go to 3DXchange, in the Motion Library, you will see two more items appended to the end of the original ones that
the character has by default.
6. Add these MotionPlus clips into the Perform Editor. This step ensures these two clips are appended to the Per-
form list in the right-click menu of the character.
(Optional) Double click on the Clip cell of the clip to rename them.
4. Utilize the new commands to have the character change accessories according to different scenarios.
3. Go to the desired time frame you wish to add the sound effect at to match it up with the facial expressions.
4. Select the character and go to File menu >> Import.
5. Use the browser to load a prepared sound (in this case, the bird-chirping sound for the dizzy face).
6. Repeat those same steps at a different time frame to add as many sounds effects as you can for the rest of the facial
expressions.
3. Right click within the range and select the Add MotionPlus to 3DXchange from the menu.
Note:
l You may choose the Add MotionPlus to Library command in the menu. However, you need to manually
load the MotionPlus file into 3DXchange later on if you choose to do so.
l If you determine to save the MotionPlus file to a destination folder, then remember to activate the Sound
box in the MotionPlus Option panel.
5. Add this MotionPlus clip into the Perform Editor. This step ensures the clip is appended to the Perform list in the
right-click menu of the character.
(Optional) Double click on the Clip cell of the clip to rename it.
4. Utilize the new command to create an animation with sound effects.
3. When the accessory is animated, it is often mute (in this case, when the lightsaber is on).
8. Play back to view the result, adjust the motions and the sounds accordingly.
Sending Data from iClone to 3DXchange
1. In iClone, select the character and click the Edit in 3DXchange button in the Modify Panel. The character will be
sent to 3DXchange instantly.
2. Open the Collect Clip track of the character and then make a range for the entire motion.
3. Right click within the range the select the Add MotionPlus to 3DXchange from the menu.
Note:
l You may choose the Add MotionPlus to Library command in the menu. However, you need to manually
load the MotionPlus file into 3DXchange later on if you choose to do so.
l If you determine to save the MotionPlus file to a destination folder, then remember to activate the Access-
ory Data >> Sound boxes in the MotionPlus Option panel.
5. Add this MotionPlus clip into the Perform Editor. This step ensures the clip is appended to the Perform list in the
right-click menu of the character.
(Optional) Double click on the Clip cell of the clip to rename it.
4. Utilize the new command to have the character use the accessory together with a sound effect.
2. Click the Edit Animation Layer button in the prop Modify panel and Animation
tab.
Setting another animation layer key. The animation layer keys in the tracks.
3. The in-between animation is automatically generated. Repeat the same steps to generate a custom key-frame anim-
ation.
2. Click the Edit Animation Layer button in the prop Modify panel and Animation
tab.
3. Move to the specific time where you want to overlay the offset key in the clip.
4. Use the IK/FK methods with the or tools to add an animation layer to the initial animation. The key will
automatically be added into the Animation Layer track and be blended in the pose of the animation in the Animation
track.
5. Repeat the same step at a different time frame and you can then fine-tune the initial animation.
Adding animation layer keys for offsetting bones. The animation layer keys affect the entire animation clip.
4. Browse to a location where you want to save the motion and click Save button.
All the clips and keys in the tracks listed above will be merged and compacted into a motion file. You may then import it back
by right-clicking on the Motion track and selecting the Import command.
Generate Gesture
If you wish to generate custom motions for both hands, then you may select the Add Gesture to Library item when you
right-click on the Collect Clip track. The motions collected will be saved in the Custom library.
Note:
You can select the Add Motion to 3DXchange or Add MotionPlus to 3DXchange to directly send the collected
motion clips to the motion library for further use. For more information, please click the links: What is MotionPlus and
Animation Section page of the 3DXchange Online Manual.
3. Right-click within the range of the Collect Clip track and select Add to Perform. Name the clip and click OK.
4. The animation clip will be embedded to the prop and added to the Perform list.
All the clips and keys in the tracks listed above will be merged and compacted into an animation file. You may then import it
back by right-clicking on the iProp and selecting from the Perform menu section.
Apply a motion from the Content Manager. Modified motion with Edit Motion Layer key.
3. Playback and pause at the time frame where the character acts a pose you want to extract.
4. Open timeline (Shortcut: F3) and open the Collect Clip track of the character.
5. Single-click on the cell of the time frame on the Collect Clip track to easily make a one-frame selection.
6. Right-click on the time frame and select Add Motion to Library, save it as a motion file (*.iMotion).
2. Move to another time frame when you want to stop the spring effect.
3. Click the Off button in the object Modify panel >> Spring section.
4. The object will be frozen and still when the spring effect is off.
4. Go to another frame, click the Pick Target button again, and then click on the broken vase on the floor.
Note:
For more information about the operation of Look At for Actor, Camera and Light, Please refer to these sections:
l Actor - Look At
l Camera - Look At
l Spotlight - Look At
4. Go to another frame, click the Pick Target button again, and then click on the train as the new target.
A: Link the crate to the forklift B: Link the crate to the train
2. In the Modify panel, switch to the Material tab and the Material List section. Use the Picker tool to pick the
material for glowing.
3. Scroll to the Texture Settings section and add one image to the Glow channel. Set the Strength to zero. A key will
then be added into the Texture Strength track instantly.
4. Go to frame 38 and set the Strength of the Glow map to value 50. When you move the slider you can see the model
glow, and a key is added into the Texture Strength track automatically.
5. iClone generates the transition effect between the two keys.
The transition effect should look like the following illustrations. The camera looks like it is moving but it is actually the
result of changing the lens focal length.
5. iClone generates the transition effect between the two keys.
4. Go to another frame and set another color key for the light.
5. If you want to turn off the light, set the light color to Black.
6. The transition effect among these keys will be generated by iClone.
If you are using a dual-monitor environment, you can have multiple explorers displaying your assets on one monitor and then
drag the assets into iClone running on the other monitor to increase your production efficiency.
l If you drag and drop a PNG image that contains alpha channel data, iClone will automatically take care of the masking
for you.
l You can modify the transformation data of the board to increase its size, width, depth, etc.
l The board will snap to the grid differently depending on your viewing angle to the world axis.
Variations of Accessories
If you drag and drop an accessory file (.iAcc) on an actor, it will follow the accessory's conventional behavior; if dropped on the
floor, it will become a prop.
Drag and Drop on the Actor Drag and Drop on the Floor (become a prop)
Drag and Drop Non-Mesh Objects and Media
Non-mesh objects (Particles, Grass, Material...) and Media (Images, Videos, Audios...) can also be applied into iClone by
using the drag-and-drop method.
Before Drag and Drop .iMtl file onto the Drag and Drop .iMtl file to the target face Result
prop
Image and Video
By dragging an image or video and dropping on any dragable object (with mesh, trees excluded) or sky, you can replace their
original image in the Diffuse channel.
l Image formats: JPG, BMP, GIF, PNG and HDR.
l Video formats: AVI, WMV, RM, RMVB, MPEG, ASF, MOV, FLV, iWidget and any video that can be played on your sys-
tem.
Resize Move
Strength vs. Opacity
Strength and Opacity are different concepts that may affect different parts of the Image Layer. Strength adjusts the whole
image layer's channels effectiveness, whereas Opacity adjusts the whole image layer's visibility.
Move Forward
When you have two Image Layers, you may use the Move Forward button to move a target layer up one level.
3D Blocks Libraries
There are two types of 3D blocks libraries, one is 3D Blocks and the other is 3D Blocks (Substance). The latter one con-
tains 3D blocks applied with Substance materials for further adjustments.
l Double click on the desired block, the block will be placed at the origin of the world as well.
2. Switch to the Move tool. Move the block to anywhere you want.
3. Switch to the Rotate tool and rotate the angle of the block.
5. Repeat the same steps to transform any block you want.
4. The local coordinate of the block will thus be align to the world axis.
5. You can then transform, especially rotate and scale the block in a uniform methods.
However, then are all independent entity currently. If you want to move them together or combine them into an object, then
please follow the steps below:
1. Select a block that will be the child node.
2. Right click on it to show the right-click menu. Select the Attach > Attach to command.
5. After the attachments are done, these blocks are combined as a group. You can move, rotate or scale them sim-
ultaneously.
Duplicating Blocks
After the attachments, you can duplicate the group to save times from repetitive steps described previously.
1. Select the block group.
2. In the Edit menu, Select Multi-Duplicate command (shortcut: Ctrl + K).
3. Use the Multi-Duplicate panel to generate more identical block groups.
It is highly recommended that you use the template from the PBR Substance library because they are more real with
adjustable parameters.
1. Simply drag and drop the template onto the target block.
2. Adjust the UV settings if necessary (consider to detach the group blocks before doing so for individually assign the UV
settings).
Finally, use other features provided in iClone and set a good camera perspective to view the entire scene.
What is Pivot
Once you create an object via your favorite 3D software (such as SketchUp), the pivot will automatically generate. Some of
the 3D editing tools allow you to assign pivots manually; otherwise it assigns the pivot automatically. Other 3D editing tools
do not provide this feature. Therefore, if you create your object away from the origin, then the pivot will be eccentric. iClone
also loads objects with their pivots aligned to the world axis if you double-click to apply them.
1. Select a prop and switch to the move, rotate or scale tool. Turn on its gizmo.
2. Use the drop-down list to decide which intersect plane of the bounding box you want to use.
Note:
l Do not rotate a prop and then set its pivot with Quick Set feature. Because this feature always sets pivots
according to a straight virtual box that fits the prop, which can mess up the pivot's position.
3. Use the Move tool to relocate the pivot to the desired position of the prop.
Alternatively, you may enter exact values for relocating the position of the pivot.
4. Since the pivot's orientation is always local, then use the Rotate tool to align the pivot orientation to the prop.
Pivot Orientation
l Each prop has only one pivot. However, each pivot contains two coordinates; World and Local.
l Move - World Mode: In iClone, you are allowed to move an object in World Mode with the World Move tool;
which means to move the object along the X, Y, Z of the world coordinate.
You can not easily move the jeep along the ramp with World Move tool.
l Move - Local Mode: You can move an object in Local Mode with the Local Move tool; which means to move
the object along the direction of the prop.
l Rotate: The Local Rotate tool is for Local Rotation only. If you want to rotate the object according to world
coordinates, you may either switch to the World Rotate tool, or go to the Modify panel >> Attribute tab >>
Transform section, and enter values into the Rotate numeric fields.
l Scale: The Scale tool is also for Local Scale only. This can prevent the prop from skew or distortion when you
scale it.
The prop is scaled by the Local coordinate. The prop is scaled by the World coordinate - not used in
(No skew) iClone except with the Prop Puppeteering feature.
(Skew occurs)
4. Drag on the Gizmo to rotate the prop (in this case, the Green arc on the gizmo).
Note:
The number of rounds for the prop rotation depends on the distance the mouse is dragged.
5. Go back to the time when the prop starts rotate. Play back to view the result.
Notice that the rounds of rotation will be kept.
Note:
The number (in degree) can be positive or negative; and it can be over 360.
5. Go back to the time when the prop starts rotate. Play back to view the result.
Notice that the rounds of rotation will be kept.
2. Go to the Look At section under the prop's attribute tab in the Modify panel.
3. Click the Pick Target button and select a target object (in this case, the sun).
5. The Look Weight decides if the prop looks at the target, less or more.
3. Select the root node where the pivot is truly located.
4. Click the OK button and the prop will look at the pivot of the target.
Lock Axis
The Lock Axis helps you avoid sudden flipping issues when the target object flies over the looking prop.
3. In the Lock Axis drop-down list, select the X axis to be locked. This ensures that the local X axis is always at the cur-
rent orientation.
4. Move the target object and the sudden flipping issue is solved.
2. Select the chassis. Set it to look at the target object with the proper Local axis; in this case it is the local X axis (the red
arrow).
3. Since the chassis can only rotate on the ground within a certain angle, set the range of Azimuth to (Min = -50, Max =
50) and Altitude to (Min = 0, Max = 0) so that the chassis never rises up.
4. Select the gun tube. Set it to look at the target object with the proper Local axis; in this case, it is the local X axis (the
red arrow).
5. Since the gun tube can only rise vertically within a certain angle, set the range of Azimuth to (Min = 0, Max = 0) and
Altitude to (Min = 0, Max = 80).
Look at with constrained angular range The cannon is stuck when the target is out of the range.
2. Switch to the object transform tools such as Move ( or ), Rotate ( or ), or Scale tool.
3. Hold the Ctrl key and then move, rotate or scale the select props. The same props will be duplicated.
3. In the Duplicate numeric field, set the number for duplicating. The minimum number is 2.
4. Enter the number to the Move X, Y or Z to duplicate at a certain offset distance.
Move X is increased.
Each pawn offsets the same distance from the previous one.
6. Click the OK button when you are done.
Collaborating with Object-Rotating
1. Select the step.
2. Click the Edit >> Multi-Duplicate command on the main menu bar to show the panel.
3. In the Duplicate numeric field, set the number for duplicates. The minimum number is 2.
4. Move the duplicated steps so that they align to the appropriate position.
Each step rotates the same angle from the previous one.
6. Click the OK button when you are done.
Producing a Prop Array by Multi-Duplicate
In the previous section you learned that the Multi-Duplicate feature supports only a single prop; however, when you want to
create a prop array, such as a brick wall, then you may still use the Multi-Duplicate feature with the attaching method.
3. Select the duplicated bricks and right-click on the 3D preview window. Attach all of them to the first brick to create a
group.
5. Perform duplication again. You may need some adjustments to the duplicated group in order to align them to the
appropriate positions.
2. Apply several primitive props spreading around on the target prop. You may optionally remove all the textures from
these dummy-to-be props to downsize the project.
3. Select the primitive props and individually enable the Set as Dummy box in the Prop section under its attribute tab of
the Modify panel.
The custom camera looks at the pivot of the street light. The view of the custom camera.
2. Move the custom camera and it will always look at the bottom of the street light. You can not view any other part of the
street light.
Move the custom camera. Only the bottom of the street light can be seen.
3. Apply a primitive prop and move it to the other part of the street light. Attach the prop to the street light.
4. Select the primitive props and enable the Set as Dummy box in the Prop section under its attribuate tab of the
Modify panel.
5. Have the camera to look at the dummy. You may then adjust the position of the dummy to have the camera look at the
different parts of the street light. Please note that you may show / hide the dummies by using the shortcut, Ctrl + D.
The custom camera looks at the dummy. Move the dummy so that the custom camera can see
all the parts of the street light.
5. Adjust the hand gesture. Please note that you may show / hide the dummies by using the shortcut, Ctrl + D.
2. Use the Prop Puppet to record its rotation. You will find that the rotating clip do not have any effect although it is actu-
ally recorded into the Animation track. This is because the path key has a higher priority than the animation clip.
3. Leave the animation clip but delete the keys in the Path track of the rocket.
4. Apply a primitive prop. Attach the rocket to the prop.
5. Select the primitive props and enable the Set as Dummy box in the Prop section under its attribute tab of the Modify
panel.
6. Command the dummy to move along the path. The rocket will go along with the dummy.
7. The rocket will then rotate while moving along the path. Please note that you may show / hide the dummies by using
the shortcut, Ctrl + D.
2. Click the Prop Puppet button under the prop animation tab of the Modify panel.
3. In the Prop Puppet panel, select a mode (Simple and Advanced) for puppeteering.
4. Press the Preview button and then the space bar; move your mouse and preview the movements of the
prop (Shortcut: Space bar).
5. Press the Space bar to stop previewing.
6. If you are satisfied with the preview result, then press the Record button and then the space bar; move
your mouse and record the movements of the prop.
7. Press the Space bar to stop recording.
Note:
l The speed of the prop animation depends on the speed of your mouse movement.
l You may use this method to control a Kinematic rigid body to collide into other physics objects.
l The recorded result will be stored into the Animation track in clip type.
l See also:
l Simple Mode
l Advanced Mode
Move
This mode controls the object to move on the horizontal or vertical plane, which is very useful if you want a lot of props to
pass by in the back scene, such as street cars.
l Horizontal Movement: Move the prop left, right and to the depth of the camera or a horizontal circle on the horizontal
plane.
l Vertical Movement: Move the prop left, right, up and down or in a vertical circle.
l Move the mouse cursor up/down to have the prop rotate forward and backward.
l Drag the Sensitivity to decide if the prop rotates a few or more rounds when you move the mouse cursor.
Scale
This mode is very useful if you need to have props act like they are breathing.
l Move the mouse cursor left or right to narrow or broaden the prop.
l Move the mouse cursor up or down to make the prop taller or shorter.
l Roll the mouse cursor so that the prop starts to act like its breathing.
l Drag the Sensitivity to decide if the prop expands less, or more, when you move the mouse cursor.
Note:
l The speed of the prop animation depends on the speed you move your mouse.
l During the previewing or recording process, you may press the 1, 2, 3 or 4 keys to toggle between these
modes.
l You may use this method to control the Kinematic rigid body to collide all the other physics objects.
l The recorded result will be stored into the Animation track in clip type.
2. Pick one of the profiles in the left pane. In this case, the cup will rotate by the Z axis.
3. Press the Preview button and then the space bar; move your mouse and preview the movements of the
prop (Shortcut: Space bar).
4. Move your mouse left/right to preview the puppeteering results. Press Space bar to stop previewing.
5. If you are satisfied with the preview result, then press the Record button and then the space bar; move
your mouse and record the movements of the prop.
6. Press the Space bar to stop recording.
Profile: Profile:
Sensitivity
The movements of the puppeteered prop are bases on the mouse cursor, and the value for each slider decides the mapping
methods according to the position of the cursor from the center of the 3D Preview Window.
l Move: Adding or subtracting 1 means the prop moves 1 cm when your mouse cursor moves from the center to the
edge of the 3D preview window.
l Rotate: Adding or subtracting 1 means the prop rotates one degree when your cursor moves from the center to the
edge of the 3D Preview window.
l Scale: Adding or subtracting 1 means the prop scales one time the original size when your cursor moves from the cen-
ter to the edge of the 3D Preview window.
l Your entire screen is the reaction area. You may move your cursor anywhere within your screen to puppeteer the prop.
World or Local
The puppeteering method can be performed using the World or the Local coordinates; which is also known as World and
Local. Please refer to the World or Local Axis section for more information.
Note:
l The speed of the prop animation depends on the speed you move your mouse.
l You may use this method to control the Kinematic rigid body to collide all the other physics objects.
l The recorded result will be stored into the Animation track in clip type.
Collect Clip
1. Apply any 3D block to your scene. If you drag a prop into the scene, then switch to the prop's attribuate tab of the
Modify panel and click the Reset (Zero Out) button in the Transform section to centralize the object.
2. Open the Transform track. There will be one key already in frame 1. Go to frame 20 and move the block up the Z axis
to your desired height. You now have a taking off animation ready.
5. Open the block's Collect Clip track and drag to select a range to include frame 1 and frame 20. Right-click in this
range and select Add to Perform. Name it as Taking Off.
6. Drag to select a range to include frame 21 to 40. Right-click in this range and select Add to Perform. Name it as Flap-
ping Wings.
7. Add this Helper to the custom library by clicking the button at the bottom of the Content
Manager.
Please refer to Prop Animation With Helper section for more information about utilizing the helper.
Basic Rules
l Creating Animation Helper at the origin.
l One level attaching only.
l Merging models and helpers before assembling them as one composite prop.
Attach Single Model to One Helper
1. Apply the helper created in Creating Animation Helper section.
2. Apply a desired model into the project. Overlapping the pivots of them.
3. Pick the model and go to its attribute tab in the Modify panel. Scroll to the Attach section, click on the Pick Parent
button and click the helper.
5. Click the Edit >> Merge command on the menu bar.
Apply the helper. Apply a wing model and attach it to the Set the helper's Opacity to 0.
helper.
7. You may right-click on the merged object and apply the animation clip from the Perform list. Examine the perform clip
for each part:
The "Taking Off" is applied to the sailing ship. The "Flapping Wings" is applied to the wing.
Note:
When you set a prop to be a dummy object, the dummy will not be rendered.
2. Click the Edit Animation Layer button in the prop Modify panel and Animation
tab.
Setting another animation layer key. The animation layer keys in the tracks.
3. The in-between animation is automatically generated. Repeat the same steps to generate a custom key-frame anim-
ation.
2. Click the Edit Animation Layer button in the prop Modify panel and Animation
tab.
3. Move to the specific time where you want to overlay the offset key in the clip.
4. Use the IK/FK methods with the or tools to add an animation layer to the initial animation. The key will
automatically be added into the Animation Layer track and be blended in the pose of the animation in the Animation
track.
5. Repeat the same step at a different time frame and you can then fine-tune the initial animation.
Adding animation layer keys for offsetting bones. The animation layer keys affect the entire animation clip.
Launching Panels
Click on the Prop, then switch the Modify panel to the Animation tab and click the Edit Animation Layer button to access
the panel.
At the top-right corner, you may see the Bone Edit Mode box and the Bone Settings button.
l Bone Edit Mode: Activate to view the bone structure of the object for accurately picking the part of the object. Deactiv-
ate it to view in bounding box mode.
Bone Mode. Bounding Box Mode (Wild animal content pack by real-
lusion only).
l Bone Size: Adjust the bone size for adequate size for not obstacle the object while big enough for more easily
picking.
l Activate the Affect to all Bones box so that the adjustments via this panel can affect to all bones instead of a
single one.
l Display Settings: Determine the color and opacity of the bone(s).
FK Method
1. Select an actor and launch the panels as described in the previous section.
Please refer to the What is IK/FK and How to Use FK sections for more information about FK.
Ctrl-click to anchor the start of the IK chain. Click another bone as the end of the IK chain.
5. Use the move gizmo to move the selected bone and affect the entire IK chain.
Please refer to the What is IK/FK and How to Use IK sections for more information about IK.
3. Select the accessory and click the Edit Animation Layer button in the Modify
panel.
Edit Motion Layer panel will display.
5. You may then find the layer key for the prop (accessory) in the Animation Layer track.
6. Go to another time frame and then leverage the same manner to add another key to move the bone back into the hand
of the character.
4. Select target bones (in this case, the spine, forelegs and rear legs) and switch to the Move tool so that you are
able to move these bones away from their initial positions
(please note that the meshes will be stretched along with the bones since they are rigged in the external 3D tools).
5. Move the bones away to generate a layer key to affect the animations.
6. You may then find the layer key that affect the animation clips for the prop (accessory) in the Animation Layer track.
7. Go to another time frame and move the bones back to the rational positions.
2. Click the Edit in 3DXchange button in the Modify >> Edit tab >> 3DXchange section.
Background Color
Clicks the color picker to select a solid color as the background of the current project.
Activate Image
Activates the box and then click the button to load any prepared image as the background. Select from the Display
Mode drop-down list to define the mapping method for the image background. You may save a background image into your
desired directory, or modify the image in an external image editor.
Fit Tiled (2 X 2)
Using Video as 2D Background
You may also load a background video for your project. The object in the scene is actually still while the animations come
from the video itself.
3. Apply the template that is most suitable for your scene.
By double-clicking on the template, your are ready to use the sky tool in your project.
Please refer to the sections below for more information
l The User Interface Introduction of Sky Tool
l Settings for Time Elapse
l Cloud, Moon and Star Settings
1 Panel Control
: To close the panel.
: To make the panel floating on the screen or to be confined within the preview window.
2 Time Clock The sun icon auto-moves around the clock to determine the time of the day.
3 Setting Tabs The sky elements are divided into three tabs, including the Time, Cloud and Night settings.
4 Settings It displays different settings for different sky elements.
5 Record Click this button to start recording animations, in accordance with the settings, for the sky objects as the
time goes by. Click again to stop recording.
2. Apply the Sky Tool from the prop library. You will instantly see the sky and light in the scene and a panel on the pre-
view window.
3. Drag the sun icon in the panel to the position to determine the time of the day for starting your animation. In this case,
it is set to the night time, therefore the moon comes up.
4. Make sure the time tab is chosen and adjust the Time Scale to determine the speed for the time to move on (in this
case, maximum speed).
5. Click the Record button to start recording the animation. The moon, sun and lights will orbit simultaneously and the
animations will be recorded.
6. Playback to view the result. You can always re-record again with different settings if you are not satisfied with the res-
ult.
3. Drag the sliders to determine the density of the cloud and the speed for the clouds to flow.
5. Drag the slider to determine the density of the stars and the eclipse of the moon.
6. Click the Record button to record the time elapse animation.
7. Playback to view the result. You can always re-record again with different settings if you are not satisfied with the res-
ult.
l The Tree
l The Grass
To Plant a Tree
It is relatively easy to plant a tree. Go to the Content Manger, apply the desired terrain and sky, drag and drop your desired
tree templates into the 3D viewer.
You may even move the trees with the Move, Rotate and Scale tools to manipulate the trees in the same way as props.
Please note that since trees do not possess any tracks in the timeline, you must be careful when you set Link or Unlink
keys to the trees.
Strength = 1 Density = 10
l You can also drag the thumbnail image to the target location for planting.
l Right-click to toggle between planting and mowing mode.
l Use the left mouse button to plant or mow.
The more exquisite details of the bark and branches for The look of a SpeedTree from the earlier version.
the new SpeedTree.
l Please note that the same smooth transitions have also been applied to SpeedTree objects such as rocks,
fences, or other props.
l Refer to the SpeedTree Enhanced LOD video for more information about the LOD and SpeedTree.
2. In the Scene Manager, you will see the tree and a Wind object.
Note:
The wind object is automatically added when you apply a tree; when there is no tree in the scene, the wind object
will be automatically eliminated as well.
3. Show the parameters within the Modify >> Edit tab of the Wind object by the following methods:
l Make sure the tree is selected and click the Plant Wind Settings button in the Modify >> Tree section. The
Modify panel will change as shown below.
Direction
The Direction settings determine the direction of the wind. You may either set the X, Y or Z values from (0, 0, 0) to
(359, 359, 359) or rotate the wind gizmo in the preview window.
The tree will be oscillated along with the direction of the wind
Note:
The X, Y and Z directions follow the world axis.
1. General Strength: This triangle determines the maximum strength of the basic wind forces. This setting is
able to form the idle animations of the SpeedTree.
2. Gust Strength: This triangle determines the maximum strength of the gust.
The strength range falls at the weak side (left end) of the slider to generate breeze
The strength range falls at the strong side (right end) of the slider to generate strong wind
The strength range spans the weak and strong sides (left to right ends) of the slider to generate intermittent
wind gusts.
Gust Frequency = 50
Benefits
l You may directly place objects right on the terrain and edit the movement and positioning along the terrain without the
need to worry about making height adjustments.
l You are allowed to grow grass or trees on the terrain surface.
l The terrain cannot be selected with the mouse. This prevents you from accidentally selecting the terrain or making
unwanted changes.
Limitations
l There can be only one terrain per project.
l The moving object can not move up a 90-degree angle. It will instead jump to the higher surface abruptly.
l Any link relationships will be removed once a prop is converted to become part of the terrain.
Note:
l Please refer to the Height map Terrain Creation Process page for more information about using Earth Sculptor to
create a Height Map Terrain.
l If you want to create a height map terrain based on the template terrains embedded in iClone, then please refer
to the sections below for more information:
l Create Custom Height Map Terrain
l Replacing Textures to Change Landscape
All details are rendered during real-time playback, which increases the system loading capabilities.
l It is now easier to apply vegetation (grass, trees), or other features such as snap, walk, or physical collisions on terrains
Height map terrain casts and receives more shadow Traditional mesh terrain - Shadows have jagged edges.
details when turning on the Shadow feature.
l You can see exquisite texture details even in close up shots.
Height map terrain is applicable to any close shot Traditional mesh terrain - The textures appear rough dur-
without any texture artifacts. ing close shots.
l It maintains perfect texture details on vertical surfaces, such as cliffs.
Perfect texture details on the cliff of a height map ter- Traditional mesh terrain - Poor texture quality on vertical
rain. surfaces.
2. Activate the Preference panel >> Level of Detail box for switching on / off the LOD effect.
3. You may switch the display mode of the terrain to view the differences.
The distribution for the four materials are defined by another mask image in PNG format (Please note that the illustration
below shows partial areas of the entire mask image.
Please note that you can not open this mask image and edit in any image editor because the result will be unpredictable.
Instead, you need to use Earth Sculptor to export a mask image of this kind.
4. Select one of the materials that contains the texture map you want to replace from the material list.
5. The three textures in the material will be retrieved and display in the thumbnails in the Texture Settings section.
6. The areas affected by this material are defined in the mask image as shown below:
7. Double click on the Diffuse channel and load another image to replace the original one.
11. By adjusting the parameters in the Adjust Color section, you are able to re-define the texture color to change the sea-
son of the terrain. A volcano rocky land can turn into a meadow.
4. Select one of the material of which the texture you want to replace from the material list.
5. Go to the Content Manager >> Media tab >> Material library.
6. Drag and drop the template onto the scene to replace the material selected in step 4.
Note:
l Each material template from the iClone Material Library includes Color Settings, Texture Channels,
and pre-defined UV Tiling values. Please refer to the Loading and Saving Materials section for more
information.
l Therefore, you may need to manually adjust the UV settings of the textures in the material to get the best
result.
When you paint on the terrain mesh, you are actually modifying the mask plane so the texture plane may project texture
accordingly onto the terrain.
Note:
The mask plane for the first channel is off by default. Therefore, if you load a texture image for the first channel, the tex-
ture will always cover the entire terrain.
2. In the Main Menu, execute the Import >> Heightmap Image command and load a grayscale image.
3. Press down the Detail button in the Toolbar. Detail panel shows.
4. Click the Set Detail Texture button. Locate a desired image (TGA, DDS, PNG or BMP) and click the Open button to
load the image to replace the original one (check board).
l For channel 1, the target image tiles the entire terrain as soon as it is loaded since the mask is off.
l After painting for the 4 materials, you will get a terrain with detailed textures.
Note:
Please note that the change of Scale value for tiling the texture in Earth Sculptor does not affect the real
UV Tiling results in iClone.
2. Save the terrain as *.map file (Earth Sculptor project file).
3. Execute the Utility >> Explore command from the main menu.
4. A system explorer will open the folder where you save the project. You will see several images inside of it.
3. Select the terrain in the Scene Manager, and switch to its attribute tab in the Modify panel.
5. Double click on the Mask channel and replace the original image with the *_d.png as described above.
Note:
l The material that is applied to a specific color area defined in the original mask will be applied to the same
color area defined in the loaded mask.
l It is not recommended to use an image editor to adjust the mask image map, as material distribution may
not be accurate, and may not reflect the smooth blending between textures.
Re-arranging Materials
If you are not satisfied with the material results, you can manually adjust it further via the controllers in iClone.
2. Click the Picker button and click on the desired area for retrieving its corresponding material.
7. Click the Load button to load the desired material file saved in step 4.
8. Repeat the same steps to adjust and change the materials.
This is because the texture of the material projects vertically from above the entire terrain and even if you adjust the UV tiling
numbers, the stretching issue is still unable to be solved because these two settings only affect the tiling time on the UV
plane.
Increasing UV numbers can not resolve the texture results on the vertical surfaces.
2. Click the Picker button and click on the desired area to retrieve the desired material.
3. The textures in this material will be put into different channels in the Texture Settings section.
4. Scroll to the UV section and increase the W value (in this case, 8) to tile more on the vertical surfaces.
3. Click the Picker button and click on the desired area to retrieve the corresponding material.
4. The textures in this material will be put into different channels in the Texture Settings section. Although the appear-
ance may look good, you can make it better.
5. Double click on the Detail channel and load a detail image to blend more details onto the initial diffuse image to make
the material more sophisticated.
Scroll to the UV section, individually adjust the UV settings (in this case, 150 and 190) for the Detail channel to
determine the tiling of the texture across the terrain.
3. Apply a physics objects to the scene. In this case, the track is from the Physics Toolbox pack.
5. Start to simulate the animations of the physics prop by clicking the Play button.
6. If you find the prop swamped or becoming too sticky during the performance, then increase the Collision Margin
value a little bit.
Elasticity = 0 Elasticity = 10
A rocky terrain should be given lower elasticity. A grassy or cotton-like field might have higher elasticity
to rebound physics objects.
Note:
l Please note that the Elasticity value of the physics props is also another factor for the bounciness. The
bouncing reactions is the result of multiplying the Elasticity values from the terrain and the props.
l Please refer to the The Properties of a Rigid Body section for more information about the settings for the
physics props.
Off
Off is the method to move objects without regarding the contours of the terrain. You can always move in any direction and
the object will pass through the terrain as if it is not a solid object.
Snap to Terrain
When you drag an object to move along the terrain, the Move - Z data of the object will adjust automatically. This way the
object's pivot will always move up and down along the contours of the terrain. This method is unrealistic for vehicles such as
cars or bikes.
Snaps instantly when dragging and moving Z value changes to snap to the terrain
Follow Terrain
When you move an object along the terrain, not only will the Move - Z data of the object be adjusted automatically, but the
Rotate - X, Y, Z as well because iClone tries to match the angle of the object's Z-axis to the Normal Directions of each
face of the Terrain. This is the ideal method to use for all kinds of vehicles.
Snaps instantly when dragging and moving Z value changes to snap to the terrain
Rotate - X, Y, Z changes to fit the normal Rotate - X, Y, Z changes to fit the normal
Note:
You can also use the following steps to create your own detailed terrain.
2. Apply props that you intend to become part of the terrain from the Template or Custom library.
3. Right-click on the props individually and select Convert to Terrain from the right-click menu.
4. Click the Edit >> Terrain Snap on the menu bar, and check the Snap to Terrain or Follow Terrain option.
5. Use the move tool to move your actor or iProp over the terrain. Watch as it follows the contours of the terrain, including
the bridge in the example below.
Select the prop for moving Use the move tool to move it and it will
follow and snap to the terrain
3. In the Scene Manager, pick the prop under the Terrain entry.
4. Go to the Terrain section of the Modify panel. Uncheck the Use Bounding Mesh box.
5. Apply another prop (Sphinx) and drag it across the terrain to see the result.
6. Check the Use Bounding Mesh box. Drag the prop across it again and see the different result.
Click on the spot the arrow is indicating to set the destination the actor should walk to.
The actor will try to bypass the wall as it detects the collision.
The Prop Collision of the wall is Unchecked The Prop Collision of the wall is Checked
Note:
l It is like adding a sensor in front of the Actors or iProps. iClone probes the distance that is blocked ahead
of these two types of objects and determines whether to stop or bypass the object that is blocking it.
l The probe distance starts at the object's pivot.
Note:
l You do not have to worry if you paint a color or a grayscale image because iClone automatically renders
the image as a grayscale one.
l You may alternatively click button to load an image to form the waves.
Click the button to remove the wave style and click the button to save the style as an image
file.
l It is highly recommended to wrap around the edges of the image to prevent sharp edge lines and provide a
seamless flow.
3. Adjust the Edge Softness of the water. By adjusting this parameter you can turn sharp edges into soft edges.
If you can not see the result, try to adjust the Above Water Clarity slider since it can change the Transparency of the
water, which weakens the effect of reflection.
Note:
In order to control and record animations for these props, you need to first switch the Physics engine to Bullet Engine
in the Project panel.
You will see the prop and the control panel of it.
Note:
In case you accidentally close the control panel, right click on the root node of this prop and select the Script >
Control Menu from the right-click menu to bring it back on the screen.
2. Set the two values (1 for the red side and 3 for the blue side) to determine the weight for each side.
3. Hit the red button. iClone will instantly start recording the animation of the prop. You are able to click the red or blue
button any time you want.
4. All the animations will be recorded as a clip in the Animation track of the props for play back.
Note:
If you do not want to create animations for the prop manually, you can activate the Auto box for automatically gen-
erating animations by its own.
2. Right click on the prop and select the Script > Select actor for Position A (or B) from the right-click menu.
3. Click on the character you want to use, then the character will be automatically seated on the prop.
4. When the prop is animated, the character will move along with it.
2. Select the light in the Scene Manager and go to the light modify panel.
3. Change the light color to light yellow.
Multiplier = 2.5
The light is brightened while the color of the light remains the same.
Note:
l If you use the color picker to try to increase the brightness of the light, then the result merely turns the
entire scene pale; also the contrast will not increase.
l The Ambient Light is not selectable neither in the Scene Manger nor the 3D Viewer.
l Please refer to the Comparison of Lights for more information about the Ambient Light characteristics.
l For more information about generating dynamic ambient light effect, please refer to Utilizing IBL Effect sec-
tion.
3. You can then either adjust the angle of the directional light with two methods listed below:
l If the Rotation Gizmo is shown, then drag the Red, Green, Blue circles or the entire gizmo sphere to rotate the
directional light.
l If the Rotation Gizmo is hidden, then drag the left, right, or both mouse buttons to adjust the longitudinal / lat-
itudinal degree of the directional light.
Intensity
In the Intensity section, you may define the end of the light by adjusting the Range slider. Thus, objects out of the range may
not be affected by the spotlight. This may not be true in the real world but it is very useful in the 3D world.
1. Drag the slider to 470 to extend the distance of the light effect.
2. Drag the slider to 250 to limit the range of the light.
Usually, you will turn on Decay to have the spotlight strength decrease gradually from the light source at the end of the
Range. This prevents a sharp ending edge as shown in the illustrations.
Falloff
If you feel the beam is too sharp, you may blur the edge of the light beam by adjusting the Falloff slider.
Angle = 50 Angle = 50
Falloff = 15 Falloff = 99
Decay: Check the Decay box to have the light strength decrease gradually from the light source to the end of the Range.
The Aux (Auxiliary) Light is suitable for when the entire scene turns completely black because of the lighting sources of the
scene comes entirely from emissive objects (material glow, self-illumination, particle).
Besides, if there are any light effects that will causes the performance downgraded and you want to authorize the project
without any lighting source for best performance, then you can consider to use the Aux light.
Also, when the GI settings are prepared but the GI Main Switch needs to be turned off temporarily for better performance in
order to edit animations:
l When turned on, the default directional light becomes the sole light source and all other lights become temporarily dis-
abled.
l This feature only affects the view-port real-time rendering and not the final render for the Image or Video.
Note:
A. Close Panel: Click this button to close the control menu.
To reopen the control menu, please right click on the prop and select the Script >> Control Menu com-
mand to open it.
B. Flash On/Off: Click this button to turn the light flickering behavior on or off.
You may determine the flickering pattern within the Properties panel.
Flash Setting
Note:
The color settings will be recorded into the Color track, while the other adjustments will be recorded as keys into
the Multiplier track.
The transformation of the light caused by the flashing pattern will be recorded into the Transform track.
3. Place four custom lights to the appropriate positions of the new added prop and attach them to the prop (or the sub-
prop).
4. Select the custom lights (or their one-level-up parent) and then attach them to the Light Tool.
2. Duplicate this prop into multiple Light Tool (you will see multiple control menu shows as well).
3. Select the duplicated props and attach them to the first applied Light Tool.
4. Adjust the controls on the control menu of the first Light Tool. Every duplicated light in the scene will thus be con-
trolled.
2. Go to the Create >> Light menu and create light according to the type of the prop.
3. Adjust the parameters of the light, including the transformation, strength, color and so on, in the Modify panel.
4. Right click on the light, execute the Attach command and then click on the prop to take it as the parent for the light to
attach.
5. Make sure the prop is selected and click the Add button under the Content Manager to add the prop with the
attached light into the Prop custom library.
Note:
Please note that you must switch the Content Manager to Set category before click the Add button.
l Activate the Shadow option under the Shadow Map tab in the Visual Settings panel to set the shadow effect.
Resolution
l The values from the drop-down list decide the resolution of the shadow map (indicated by blue lines). The higher the
value, the more detailed the shadows will be calculated and presented.
Bias = 0 Bias = -3
Shadow Range
If your scene is very wide and you want to use low-resolution shadow map for reducing the system strain, then the shadows
can be of low-quality and jagged; because, by default, the Shadow Range is set to Auto, which applies the low resolution
shadow map to the entire scene.
In the following example, the shadow map is shown with a blue grid for better observation.
2. Decrease the value of the slider to shrink the size of the shadow map until you are satisfied with the shadow result.
Both the Global Darkness Multiplier and the Darkness sliders isolate shadow darkness adjustments from the shadow
Strength slider.
l Strength: The true shadow generated in accordance with the shape of the object, the light strength and the angle of
the camera. It is a legacy setting from iClone 6.
l Global Darkness Multiplier: The global shadows darkness strength for the entire project.
To show or hide the dummy object, you can press Ctrl+D or toggle the visibility via Project Settings panel > Display section
> Dummy Object check box.
1. Make sure the camera angle matches those of the background image or video.
2. Select or create a floor plane that will be used to receive cast shadows.
3. Under Modify > Prop > Set as Dummy, select Normal from the drop-down list.
4. Activate the Matte Shadow check box, the plane will turn hidden from view but still receive cast shadows.
Prop without Opacity texture. Prop applied with a grayscale opacity texture. The
shadow does not change with the transparency levels of
the prop.
iClone provides Alpha Threshold and Shadow Threshold settings for adjusting the shadows of props with opacity maps.
Alpha Threshold = On
Correcting Character's Hair for Toon Shader, and NPR Post Effect
l Each character's hair contains Opacity textures, which may cause incorrect Toon Shader or NPR results. By activ-
ating the Alpha Threshold box of the hair, the visual artifacts can be removed.
After the shadow caster is created, you can see the aster under the Light group in the Scene Manager.
Note:
Both the Directional Shadow and SpotShadow nodes contain Darkness slider to increase the intensity of its cast
shadows.
Dusk Midday
Dawn Horror
The Concept of IBL
The image applied for the IBL is mapped onto an invisible sphere and projected from the sphere's surface towards the cen-
ter of the sphere.
i. Rotate IBL: Click this button to toggle the IBL rotation gizmo On / Off; the keyboard shortcut is
Shift + I.
ii. Transformation Field: In addition to use the gizmo for transforming the IBL sphere, you are
able to use these fields to type the desired values.
iii. Reset: Click this button to retrieve the initial transformation values of the IBL sphere.
2. In the Visual Settings panel, switch to the Atmosphere tab. Scroll to the Image Based Lighting section and activ-
ate the IBL on option.
3. By default, a interior HDR image is loaded and the entire scene will be lighted up.
4. You are allowed to replace the image with custom images.
Note:
The methods of loading custom IBL image:
l Double click on the image channel and load a custom image.
l Drag and drop the custom image onto the channel.
l Select the channel and click the Load button to load the custom image.
The supported file formats are:
l Images: *.HDR, *.EXR, *.jpg, *.jpeg, *.bmp, *.gif, *.png, *.tga - HDR and EXR are highly recommended.
l Videos: *.avi, *.wmv, *.rm, *.rmvb, *.mpeg, *.mpg, *.mp4, *.mkv, *.asf, *.asx, *.wm, *.flv, *.mov
1. Click the Launch button to invoke the external image editor.
2. Modify the image. If you are a beginner, it is recommended to set the image black first.
4. Repeat steps 2 and 3 until you are satisfied with the result.
Note:
l Blur the source image to eliminate sharp edges for best results.
l Since IBL does not cause any shadows. Please use directional light or spotlight to create shadows.
l You may set Transform keys for the IBL sphere to adjust the location, angle and size of the light source.
2. Click the Adjust Color button under the IBL image to open the Color Adjustment panel.
Note:
Please note that if the IBL image is in HDR or EXR formats, then the adjustable sliders will be limited as shown in
the illustration above.
4. Adjust the parameters in the Color Level and Color Balance sections.
The images in the left cell of the table below is the same project applied with IBL image in HDR format while the right one is
the result when the Softness of the image is increased.
IBL image (HDR image) applied Soften the map to make it more natural
Softness = 0 Softness = 15
Their source images can be identical or totally different in accordance with the scenarios.
The Sky and IBL spheres are separately mapped with dif- The lighting is different from the background.
ferent textures
However, you are able to adjust certain characteristics of the IBL and Sky at the same time.
New fast Show / Hide UI letting one modify IBL and Sky settings more conveniently and quickly. One can quickly open the
Sky Panel under Visual > Image Based Lighting > Sky setting After picking the sky, one can quickly open the IBL panel
under Modify > Sky > Image Based Lighting setting The following hotkeys are also available for you convenience:
l Click the Sky Setting button in the Visual panel > Image Base Lighting section will open the Modify panel > Sky
section.
l Click the Image Base Lighting Setting button in the Modify panel > Sky section will open the Visual panel > Image
Base Lighting section.
You can quickly blur the sky, with performance vastly improved, allowing for real-time adjustment of Sky Softness in order
that the blurry sky simulates the DOF effect to stand out the main object in the scene and create spatial feelings.
Sky Softness can be adjusted in the following two places:
l Visual panel > Image Based Lighting section > Sync Sky group > Sky Softness slider.
l Pick the Sky and perform Modify panel > Material tab > Texture Setting section> Softness Slider.
You can clearly observe the viewport differences before and after the Sky Softness is increased.
l When adjusting Softness, IBL / Sky Diffuse texture source maps will not change. Only the Viewport visual res-
ults will be adjusted (IBL and PBR shader details are not affected).
l Once the adjustments are done, you can load different IBL / Sky Diffuse textures without losing the blurry effect.
Basically, the Sky Softness value does not really change the loaded image resolution but only the render results.
In order to use Sync Sky, there must be a Sky in the scene. Sync Sky can be used to impart IBL Rotate and image data to
Sky.
When Sync Image is activated, any changes made to the IBL Image will be reflected on the Sky, this way IBL and Sky can
match.
Deactivate the Sync Sky > Image to only adjust the Sky image to select the desired texture.
Deactivate the Sync Sky > Rotate to keep the current orientation of the Sky and independently adjust the rotation of the IBL.
l The PBR materials reflect both the light and IBL (PBR and shadows).
Note:
Please note that the IBL Sphere is invisible. You can only see it by means of the reflections on the PBR surfaces.
l Turn the Sky sphere on for better observation of the direction of the IBL (Sync Sky Image is ON).
Basic Concept
For example, the following within the following project, the material ball situated in the middle does not reflect the two objects
on its sides:
Once you the ball in the middle and clicks on Visual > Image Based Lighting > Bake IBL, the objects surrounding the
picked ball will be included in the bake, while the object itself is excluded from the baked IBL image.
*If nothing in the scene is picked, then the pivot point from which the IBL is generated is set to world space ori-
gin (0,0,0)
Note:
Due to the pivot being on the surface of the floor, the bottom half of the baked IBL captures the environment map
as it intersects through the floor.
Different pivot positions will provide different viewpoints of the same scene:
l Case 2:
l Case 3:
If you want to keep using the same lighting source then it is best to specify a specific IBL for the baker to use as illumination.
Now every time the baker is used, it will sample from the same HDRI image for illumination rather then sourcing upon itself,
thus avoiding the additive effect.
* Baking IBL with Initial Source is only used for baking IBL, not for the rendering of the 3D Viewport.
The scene below uses an indoor HDRI which does not contain the objects in the scene. Specular highlights under this IBL do
not match current state of the actual scene.
By baking an IBL from the scene, the objects and current state of the scene is included.
However, since every single object material is reading from the same IBL, all of the specular data is reused. Since all PBR
specular is derived from the same IBL image, there is no avoidance of this issue. Just be aware of this issue and plan your
IBL image and scene accordingly.
1. Click on Visual panel > Atmosphere tab > Image Based Lighting section > Add New IBL button to create a new
IBL clip.
2. Adding a new IBL clip will duplicate the previous IBL track.
Note:
l You may choose to replace the IBL for the clip by picking the desired track and then replacing the source
HDRI.
l On the front of the IBL clip is a blending region that intersects with the previous IBL clip, usage of this
blend region is the same as a Motion Clip.
2. Zoom out the preview window and you may see the Gizmo of the custom camera.
Note:
Please also see:
l Camera - Look At
l Smooth Camera Movement
l Camera on Path and Look At Target
2. Press down the Show Mini Viewport button (Shortcut: F8) on the tool bar. The Mini View panel appears.
3. Click the camera selector so that the camera's view shows on the mini viewport.
Use the Camera Selector to switch The Mini Viewport is switched to the perspective of the custom camera.
the view to the custom camera.
4. If you move the custom camera, then the view in the Mini Viewport will auto-update.
5. Press up the Show Mini Viewport button again to close the viewport.
Note:
l The Mini Viewport is always in Quick Mode; the Bump, GlowReflection, Refraction and HDR effects
can not be shown on this viewport.
l Any material key animations do not take effect in the Mini Viewport.
l It is for displaying the 3D scene; you can not pick any target in this port.
The camera cannot be picked from within the preview window to prevent accidental transformation.
Note:
Move Only
If you intend to pan the camera along a smooth trail without rotating its angle, it is highly recommended to utilize the Path
feature.
1. Access the Create >> Create Path command on the menu bar to create a path.
2. Add a new camera and select it in the Scene Manager.
3. Jump to the start frame for panning the camera. Click the Pick Path button in the Path section of the Modify panel.
4. Jump to another time frame and pick another location of the path by setting Position keys in the Timeline.
Note:
Please refer to the Path section for more information.
2. Check the Edit >> Camera >> Smooth Movement command from the menu bar. iClone will calculate a proper path
for the camera based on the position and the angle of the camera.
Note:
Perform steps 2 before step 1 will also have the same results.
.
A iClone's default settings are now exposed as a group of adjustable attributes.
l Fit Render Region: The resolution fitting method of the camera ( Horizontal for iClone 7 and Vertical for
iClone 6 ).
l FOV Type: The FOV fitting method of the camera ( Horizontal for iClone 7 and Vertical for iClone 6 ).
Adjust this to horizontal when exporting to industry standard 3D software.
B The new Angle of View setting exposes a critical aspect of camera adjustments.
l Angle of View: It is formulated from Aperture and Focal Length variables.
l Focal Length: It is adjusted simultaneously with the Angle of View.
l Please toggle on Preference > Display > Show Camera Ratio to view the relationship between Aperture
and Render Size in the viewport.
3. You can see different lens effect on the view port.
l Please refer to the Camera Aperture, Focal Lens and the Angle of View section for more information about the
relationships between them.
l You may set different Focal Lens keys in different time frames to create Focal Lens animation. Please read the
Lens Track section for more information.
l Basically, the lower the value , the more of the scene can be seen. However it will be more distortion generated
near the edge of the view.
Note:
Please note that the Angle of View is formulated from the Camera Aperture and Focal Length attributes.
The Relationships between Camera Aperture, Focal Length and Angle of View
Adjusting the Camera Aperture (Width, Height and Film Aspect Ratio) will influence the Angle of View but NOT the
Focal Length. Think of it like someone switching out the camera body but re-using the same lens.
Adjusting the Focal Length will influence the Angle of View but NOT the Camera Aperture (Width, Height and Film
Aspect Ratio) settings. Think of it like someone switching out the lens on the same camera body.
Adjusting the Angle of View will influence the Focal Length but NOT the Camera Aperture (Width, Height and Film
Aspect Ratio) settings. iClone makes the assumption that when the user desires a different Angle of View, you just merely
want to change out the lens.
Different camera has its unique settings, which causes different view sizes and lens.
You are allowed to customize the default settings by editing the camera-related ini file: Resource\ICCam-
eraSection\FilmBackSetting.ini
l Negative - 35mm
l ARRI - ALEXA 65
In iClone 7, set the FOV Type is set to Horizontal, the camera will match this hidden value in other 3D tools.
Check out the settings in Maya. It is a Vertical and a Hidden Horizontal values.
It you set the Fit Resolution in iClone 7 to Horizontal then also adjust Fit Resolution value in other 3D tools to match the
camera views.
Set the Fit Resolution to Horizontal as well in other 3D tools (in this case, Maya).
FOV refers to Field of View (the extent of the observable scene through the camera) Before exporting the camera
makes sure Camera Setting > FOV Type is set to match the settings of the target software.
The following is a list of industry leading 3D software and their support for FBX Camera:
Note:
l Camera export for Cinema 4D, Lightwave, Unity, and Unreal is still under development.
In order to be compatible with other tools and software FOV type settings, use Menu > Modify > Convert Camera FOV to
match their settings. Changing camera FOV will also modify its framing, double check to make sure that the camera's view-
ing frame is still acceptable.
3. Adjust the export range then click on the Export button.
4. Select a directory to export the camera in FBX format.
Also, set the Time Configuration > Frame Rate > FPS to 60.
l In the following window prompt, you can set the Camera Scale in world-space if needed.
l All imported cameras are locked from user manipulation.
l You can not readjust the Import Camera settings once the camera is imported.
Note:
Import Camera supports 2015 and prior versions of FBX.
Please check out the workflow animation for importing camera into iClone 7.
Note:
The newly imported camera(s) will also bring along and create their time-line tracks:
Rule of Clipping-planes
The Clipping-Planes provide two parameters, Near and Far, to define the render range of a camera.
l Pure Red Zone: The perfectly focused region. All objects in this region display clearly.
l Pure Green Zone: The out-of-focus region beyond the Red Zone. Objects in this region are blurry.
l Pure Blue Zone: The out-of-focus region between camera and the Red Zone. Objects in this region are blurry
l Violet Zone: The region for the transition of blurriness between the Red and Blue Zones.
l Orange Zone: The region for transition of blurriness between the Reg and Green Zones.
These zones are divided by four red frames in iClone illustrated below (these frames can only be seen from the side view of
the camera whose DOF and View DOF Regions features are both activated):
l Pure Red Zone: The perfectly focused region. All objects in this region display clearly.
l Pure Green Zone: The out-of-focus region beyond the Red Zone. Objects in this region are blurry.
l Pure Blue Zone: The out-of-focus region between camera and the Red Zone. Objects in this region are blurry
l Violet Zone: The region for the transition of blurriness between the Red and Blue Zones.
l Orange Zone: The region for transition of blurriness between the Reg and Green Zones.
The DOF result:
Note:
Please keep in mind that unlike the camera in the real world, DOF in iClone is not generated by means of the camera
lens.
1 Depth of Field: These two settings can have the most accurate DOF real-time render effect. However, they also
consume a lot of system resources. You can consider turning them OFF for lower-end system devices because it
will not influence the final rendered result (always ON).
l Soften Edge: Activate this checkbox to have Blur Edge Sample Scale value (4th item in the previous table)
take effect in the view port.
l Correct Transparency: Enable to correctly render out of focus objects behind semi-transparent materials.
The unit of the value for Focus Distance is cm (centimeter); and the default value is 1000 which is 10 meters.
Hit the Pick Target button and click on the object you want to focus, the point on the surface you click will be used to meas-
ure the Focus Distance value.
Because the DOF is now surface-based instead of pivot-based (traditional iClone method), any point on the mesh of an
object can be picked as the focus center (FD in the illustration stands for Focus Distance).
1. Hit the Pick Target button and click on the stem or the root of the speed tree that you want to focus.
2. Manually adjust the Focus Distance value in order to focus on the leaves instead of the stem of the plant.
You can set the width of the Perfect Focus Range in terms of distance (centimeter):
This value actually defines the far and near boundary distances offsetting from the focus center (defined by the Focus
Distance). Therefore, the value times 2 is the real width of the range. In the illustration below, the N is the value we see on the
Perfect Focus Range field.
Note:
Given a project as shown below: the depth of the scene is not obvious due to the angle of the camera.
You can activate the DOF effect and set the Focus Distance with Pick Target or manually enter a value:
Because the Lock Near and Far Effect checkbox is activated, the Far Blur Strength is disabled and its value will be
auto-set along with the value of Near Blur Strength.
4. If you want to respectively modify the blurriness for the near and far blur regions, then deactivate the Lock Near and
Far Effect checkbox.
5. Respectively adjust the value for the Near Blur Strength and Far Blur Strength.
In this case, the Far Blur Strength is increased to make the object in this region more blurry while the Near Blur
Strength is decreased to show the objects within this region more clearly.
In iClone 7.1, two new region, Near Transition Region and Far Transition Region, are added to solve this issue.
Note:
The unit of the value for Transition Regions is cm (centimeter); and the default value is 200.
Because the Lock Near and Far Effect box is activated, the Far Transition Region is disabled and its value will be
auto-set along with the value of Near Transition Region.
4. The sharp boundaries between the perfect focused area and the completely blurry areas are eliminated.
Note:
If you want to separately modify the blurriness for the near and far blur regions, then deactivate the Lock Near
and Far Effect box.
2. Select a camera, open the Modify Panel and turn on the DOF effect.
Different bokeh type can have different effects on the highlights in the blurry regions.
Note:
The higher the blur strength is, the stronger and clearer the Bokeh shapes will become.
Open the DOF track of the custom camera to set keys in order to generate DOF animation.
3. Make sure the camera is selected and open the Modify Panel.
The sharp edges of the blurry object will also become blurry.
Note:
l These two settings in the Preference panel only affect the real-time rendering result of the view port, for the final
rendering, they are always activated.
l These features consume considerately more system resources.
Solution for Final Rendering: When you want to export image or video from the project of this kind, please apply Super
Sampling - 3x3 setting to decrease the flicking issue.
Note:
The flickering issue only shows in the real-time view port and does not happen for the final rendering.
Note: There is currently no solution for this issue. Try your best to avoid this type of scenario.
Example: A lady walks down the street with the camera following her.
Note:
You may have the camera Look At the target object over a fixed period of time and use Set Free outside the time
range to stop looking at the object.
Note:
Please also refer to the Using sRGB to Correct Image sections below for more information about correcting the
Gamma value of PBR textures.
l Metallic: It is a black-and-white texture to define the surfaces as insulate or metallic. In Character Creator, it replaces
the slot of Specular Channel.
l Roughness: It is also a black-and-white texture to define the microsurfaces. On the other hand, the polished level of
the surfaces. In Character Creator, it replaces the slot of Reflection.
Note:
l If you encounter jagged edges when you turn on the PBR effect, then adjust the Mipmap settings in order to
enable the anti-alias feature.
l Please also refer to the sections below for more information:
l The Introduction of PBR Related User Interface
l The Requirements for Utilizing PBR
l Turning on PBR Color Space for the Entire Project
l Settings PBR Materials
l Skin with PBR Effect
l Turning on Image Base Lighting for PBR
Modify Panel
1. Convert Shader for Selected Item: Click this button to convert all materials of the selected object into PBR or Tra-
ditional shader type.
2. Shader Type: This drop-down list determine the currently select material or materials are set to PBR or Traditional
shader type.
3. Base Color: This is the primary channel for the Albedo of the material. In addition to this channel, the albedo is com-
posed of other settings, such as the Blend texture, and the Diffuse Color.
4. Metallic and Roughness: Use these two channels to determine the PBR material of the object in order to be more
or less reflective to the entire environment. These two images will be automatically generated when the material is
converted to PBR shader type.
l Matallic: Pure black (#000000) RGB(0,0,0) texture map.
l Roughness: Either the Specular map inverted or light grey (#a6a6a6) RGB (168,168,168) texture map.
1. Mode: If you want to view the PBR effect in the 3D viewer, then you must select the PBR item in this drop-down list. It
will activate the ability for the 3D viewer to render the PBR effects of materials.
2. PBR Environment Setup: When you activate the PBR mode of the 3D viewer, you can click this button to set the
ambient color to black (best color for PBR) and convert all materials in the project to PBR materials.
l Set Ambient Color: Activate this box in order to set the ambient color to complete black when the envir-
onment color is set to PBR mode.
l Use Default IBL Image : IBL images should be .hdr or .exr for the best visual results. Other formats such as
.jpg or .png can be problematic and create unsatisfactory results in quality. Activate this box to use the default
HDR image as the IBL source.
l Convert Shader to PBR: Invert the Specular texture maps and assign them to the Roughness channel of all
materials in the project to convert the materials to PBR materials.
l Traditional Color Space - Traditional Color Space uses iClone 6 color gamut, one can restore to iClone 6 Pro-
ject Settings.
l Traditional Color Space does not support PBR Shaders, therefore all PBR related functions will be disabled.
l All content will be converted to Traditional Shader Type.
l PBR Color Space - PBR Color Space uses iClone 7 color gamut, you can use both PBR and Traditional Shader
Type.
Switching Color Space
1. Execute the Edit menu >> Project Settings command (shortcut: Ctrl + Shift + p).
2. In the Project Settings panel >> Color Management section >> Color Space drop-down list, choose the PBR item.
Note:
l Traditional to PBR:
Changing the color space directly to PBR will not automatically convert traditional shaders. In order to do
so, you must use the PBR Environment Setup or use the Convert Shader tools.
l PBR to Traditional:
Changing the color space directly to Traditional will automatically convert PBR shaders to their legacy
equivalents.
Switching from PBR shader to Traditional and back does not revert the shaders to their previous states,
you should use PBR Environment Setup or Convert Shader tools for proper conversion.
The PBR ability of the 3D viewer is OFF. The PBR ability of the 3D viewer is ON.
PBR Environment Setup
There are some recommended settings for the PBR environment. You can use the following interface to achieve a quick
setup.
When converting an iClone 6 project to PBR system, you can use the PBR Environment Setup to quickly apply some
important default values.
If you want to adjust the Ambient Color or convert all materials of the character, hair, clothes and accessories into PBR
materirals together, then click the PBR Environment Setup button on this panel.
The new settings will override the original one in the project. For example, if the original project uses Ambient Color Keying,
then all of the timeline keyframes will be erased and overwritten with a default pure black.
l Set Ambient Color to Pure Black (#000000): Global ambient value will be set to pure black so as to reveal true
color values under the PBR system.
Ambient Color comparison for blue tint and pure black:
l Convert All Shaders to PBR:Converts all the shaders in the project into PBR shaders. This feature is convenient for
converting iClone 6 projects, the alternative being the Convert Shader tool.
l Click the Apply button to accept the adjustments caused by these two boxes.
By Object
Under Modify > Material list, press the Convert Shader button and press the Convert button to switch.
By Selection
Menu > Modify > Convert Select Shader to convert the selected object(s).
By Project
Via the Menu > Modify > Convert All Shader window one can switch all of the shaders in the project.
You can use the settings, especially the Brightness in Adjust Color panel to adjust these two textures.
Once converted to a PBR shader, the Specular map (if found) will be inverted and slotted into the Roughness channel.
Once you convert a shader from Legacy to PBR, we recommend changing the Diffuse Color to pure white, that way there is
no influence over the final Base Color.
You can also insert your own PBR compatible textures or use a Substance Material .
l PBR texture input:
After the substance file is loaded, you are able to adjust the material by the attributes provided in the substance file.
l The PBR materials reflect both the light and IBL (PBR and shadows).
Note:
Please note that the IBL Sphere is invisible. You can only see it by means of the reflections on the PBR surfaces.
l Turn the Sky sphere on for better observation of the direction of the IBL (Sync Sky Image is ON).
Basic Concept
For example, the following within the following project, the material ball situated in the middle does not reflect the two objects
on its sides:
Once you the ball in the middle and clicks on Visual > Image Based Lighting > Bake IBL, the objects surrounding the
picked ball will be included in the bake, while the object itself is excluded from the baked IBL image.
*If nothing in the scene is picked, then the pivot point from which the IBL is generated is set to world space ori-
gin (0,0,0)
Note:
Due to the pivot being on the surface of the floor, the bottom half of the baked IBL captures the environment map
as it intersects through the floor.
Different pivot positions will provide different viewpoints of the same scene:
l Case 2:
l Case 3:
If you want to keep using the same lighting source then it is best to specify a specific IBL for the baker to use as illumination.
Now every time the baker is used, it will sample from the same HDRI image for illumination rather then sourcing upon itself,
thus avoiding the additive effect.
* Baking IBL with Initial Source is only used for baking IBL, not for the rendering of the 3D Viewport.
The scene below uses an indoor HDRI which does not contain the objects in the scene. Specular highlights under this IBL do
not match current state of the actual scene.
By baking an IBL from the scene, the objects and current state of the scene is included.
However, since every single object material is reading from the same IBL, all of the specular data is reused. Since all PBR
specular is derived from the same IBL image, there is no avoidance of this issue. Just be aware of this issue and plan your
IBL image and scene accordingly.
Once mipmap is disabled, iClone's visual quality is approaching that of Substance Painter.
However, if the quality of anti-aliasing is still not ideal, one can increase the super-sampling via Export Image / Video.
* GI is most effective in scenes with many large surfaces which increases the number of light bounces. For example:
indoor scenes or Cornell box setups.
l Creative Aspect: In the past, indirect light must be "faked" by adding more complementary lights to increase the bright-
ness of shaded areas. With GI, you are free from this tedious work by using just one directional light to brighten the
entire space.
What elements in iClone project can take part in the GI (emit light photons)
* Click on the links to observe the different results when the GI is ON or OFF.
l Lighting:
l Directional lights
l Spotlight
l Image Base Lighting
l Others:
l Images in the Glow channels of materials
l Self-illumination (Static, or Video texture)
l Particle
Global This box is the main switch for the GI feature. Activate this box in order to enable the GI effect for both real-
Illumination time and final rendering. You can also click the leftmost button on the GI toolbar for turning GI on or off.
Ambient Light Click to open the color swatch for setting the main ambient light for the entire project. It is synchronized
Color with the Ambient Light Color in the Visual panel > Atmosphere tab > Ambient Light section.
Ambient Use this slider to determine the strength of the ambient light effect.
Strength
View GI Anchor Use these two buttons to show or hide the GI Anchor.
Buttons
Anchor Click this button to open the Modify panel and display the sections for setting the GI anchor.
Settings
Bounce Strength The intensity of the GI effect on the mesh surface of the scene objects.
Note: This setting is key-able on timeline.
Shadow Details Creates more contrast in Diffuse under darker areas so that shadows become darker and richer.
Shadow Bias This setting can resolve shadow blotching by cohesively blurring its disparate patches.
Voxel Cones The number of light rays emitted per voxel. Higher values equate to better quality at the expense of per-
formance.
The maximum for number of cones is limited to 64.
Multi-Bounce The intensity of the bouncing lights. Indirect lights do not bounce multiple times if this setting is turned
Scale off. Do not increase this value suddenly otherwise the bounce rate can become over-powering causing
the scene to over-expose.
Bounce Strength The intensity of GI effect on Specular or PBR shaders. This parameter is key-able.
Highlight Details Render darker areas of the Specular shader with more contrast.
Shadow Bias Resolves the blurry artifacts of the Specular shader.
Noise Effect Adds noise to reflective surfaces effect by GI for increased realism.
l 00:00 ~ 00:38: Observe the directional and spotlight effects when the GI is ON.
l 00:38 ~ 01:26: Reset the GI settings to default values and turn off the GI feature. Then set up the GI from scratch.
l ~ 0:41: Turn on the GI main switch.
l ~ 0:47: View-port GI should be turned on as well to see the real-time effect (synchronized with the Preference
> Display > Viewport GI setting).
l ~ 0:51: Switch to the Preview Voxel mode and move the anchor to the desired location (center of the viewing
area is recommended).
l ~ 0:59: Adjusting the GI Range, make sure that:
l Voxels covers the entire scene.
l Observe the size of the voxels and the visual result in the view-port.
l ~ 1:06: Modifying the basic settings in the Visual / GI Settings.
l Diffuse Section: Indirect Lighting Intensity and Multi-Bounce Scale.
l Specular Section: Indirect Lighting Intensity.
l A basic GI effect is thus set.
l ~ 1:22: Switch on and off the GI to view the differences.
Ambient Strength
When the value is increased, the bright and dark areas of an object will be influenced by the Ambient Color simultaneously
which causes the dark areas to brighten. On the contrary, when the value is decreased, only the dark areas will be influenced.
The following illustrations demonstrate the differences between the Strength values:
l Strength = 1
l Strength = 10
l Strength = 35
The Reset to Default button restores the GI related settings to default values, including the range of the GI anchor.
Note:
Please note that the Multi-Bounce Scale and Opacity Alpha threshold components are not included.
l The object with the Glow texture does not contribute any light for the GI effect.
l The Illumination of the object is turned ON and the Glow / Self Illumination value is set to 100.
Note:
Please note that there is a glow texture being used on the ceiling to simulate florescent lighting.
Voxelize Thickness: ON
When the Illumination for a Material of an object is turned on, it means the material is endowed with the ability to lighten up
the environment, to emit direct lights, and to possess the characteristics of global illumination (producing bounce lighting
when its light rays hit nearby surfaces).
With self-illumination value, this type of material uses the Diffuse texture as the lighting source; The higher the Strength of
the value is, the stronger the lights radiated, as the following example shows (It will not create a halo effect like Glow textures
do).
Note:
In this scene, the landscape outside of the window is merely a plane with a mapped scenery texture to the Diffuse chan-
nel.
In the following example, the Illumination in the Modify panel for the fire particle in the fireplace is turned on for illuminating
under the GI feature. When turned on, the particles can emit lighting and possess the characteristics of global illumination
(produce bounce lighting). Higher Strength equates to stronger Particle Lights.
Particle > Illumination: OFF
GI Animation Comparison
When your find the lighting results are inconsistent during the camera movements as shown below, the anchor must be anim-
ated to solve these issues.
l Left: The anchor is fixed at the end frame of the scene (the light strength is different at the the beginning and the end).
l Right: The anchor is transformed along with the camera movements (the entire video has consistent light strength).
The anchor moves along the camera motion - The anchor is linked to the camera; the voxel covers only part of the scene
where the camera perspective can see.
The anchor follows the camera from the beginning to the end, therefore the GI influence is consistent for the entire animation.
At the start frame, the voxels are small and fine (high level of details for the lights and shadows).
At the end frame, the voxels are still small and fine (high level of details for the lights and shadows).
GI Strength:
The Indirect Lighting Intensity for the Diffuse and Specular maps are both key-able.
Use when a scene spans from day time to night time by adjusting the Diffuse Intensity along with Ambient Color to create
a look of a daylight cycle.
Anchor Transform and Link:
The Transform (position only) and Link are also key-able.
1. In order to fix opacity white edges or value inaccuracy, increase the GI Settings > Opacity > Alpha Threshold para-
meter. Alpha Threshold defaults to 30, which is sufficient for most situations and good for scene performance but
may not be great for quality.
Please click Here to view the comparison illustrations.
However, not all opacity textures are compatible with high Alpha Threshold values. If alpha problems persist, try to
decrease the value.
Please click Here to view the comparison illustrations.
2. The other option is the Translucent GI which matches the resolution of the alpha channel to the view port. This option
can adversely affect real-time performance.
Under the circumstances that there are overlapping transparent faces, the underlying faces will not receive the bounce
lighting that is blocked by the overlying faces. Where Alpha Threshold can not solve this issue, Translucent GI can.
Please click Here to view the comparison illustrations.
Instruction:
1. Under Modify > Material > GI Settings, enable Illumination.
2. Adjust Glow / Self-Illumination Scale and Self Illumination to ideal values.
3. Under the Modify > Edit > Prop, enable Set as Dummy.
Under Modify > Prop, enable Set as Dummy and select Blocking GI in the drop-down list as shown below:
Note:
Please note that the light leaking issue can only be fixed for Directional Lights and Spotlights. There is currently no
resolution for other lights sources such as Point Lights and Emissive Objects.
Note:
Blocking dummies work best when they are closer to the occluded object.
The following illustrations demonstrate the importance of light exposure sequence. You can see an encasing blocking board
that is set to a Blocking GI dummy and a directional light that pointing towards the bottom left.
Since the green wall on the right is occluded by the blocking dummy, it does not emit any bounce lighting. On the flip side,
since the red wall is being hit directly by the directional light, it does emit bounce lighting even though behind it resides the
encasing blocking dummy.
Example 1
When lighting an object with studio setup lighting, one can see that the global illumination effect is rather weak when the rays
of light bounce and submerge into the ambient surrounding.
Thereby one can use the Light Bounce Strength parameter to increase and beautify the GI effect of individual materials and
props.
Simply put, use this parameter to strengthen the GI scattering effect of individual props and objects.
1. Make sure there is lighting in the scene that hits upon the object of interest.
2. Under Modify > GI Settings adjust the Light Bounce Strength to control the intensity of GI emitting from the prop.
Note:
l Higher values in Light Bounce Strength equate to stronger and wider scattering.
l Zero value in Light Bounce Strength is the same as no GI scattering at all.
The problem where surfaces in close proximity has a tendency to increase the GI bounce rate. This can cause the said sur-
faces and thereby the object to over-expose and become overly luminous. Light Bounce Strength can be utilized to pair
down this phenomenon to remedy the resultant visual artifacts. Please click Here to view the project before / after com-
parison with the LBS parameter decreased from 1.00 to 0.20.
Note:
White arrows represent the direction of the lighting, red arrows represent the bounce lighting.
By zooming out the camera, you can see the GI range (gray area).
l After the GI main switch is turned on, a new Anchor item will appear under the Light category in the Scene Manager.
l The Anchor is used to determine the voxel position for a real-time GI scene in order to prevent the light flickering in
real-time GI.
l The anchor determines the starting center of the GI voxels, the objects closer to the anchor are influenced more by the
GI effect and less so as it spreads outward.
l When the anchor is selected, GI Range, Move and Link settings will be displayed in the Modify panel for further
adjustments.
l Only its position can be moved and keyed, not its size or orientation.
Alternatively, you can click the View GI Voxels button on the tool bar.
You will see the view port turn to be red and blue mode to show the cubes of the voxels.
l Visualize Voxels is used for viewing the GI influence range and the levels of deployment
l According to the theory described before, smaller and denser voxels mean more details of lights and shadows, and
vice versa. When meshes share a same voxel cube, they receive identical quantity of the lighting (visually, the lights
and shadows on the surfaces of the meshes look more evenly distributed)
You will see the GI Range green box show on the screen, which indicate the size and position of the area that will have GI
effect.
l GI Range: The lights that hit any objects within this range will bounce and lighten up the entire scene. The bouncing
lights will contribute to the overall illumination of the scene.
l Display Range: Toggles semi-transparent boxes to display the GI range.
l Left: There are two voxel units which can display more details for the shaded area beneath the ball.
l Right: There is only one voxel unit that include the half bottom of the ball, resulting in less detail for the same region.
l When the voxel cubes are medium (Range = 200): In this case, the lights and shadows do not look much different,
however, compared with the previous example with bigger voxel cubes, this scene appends additional shadows onto
the floor and the wall to the right.
l When the voxel cubes are relatively small (Range = 50): In this case, the entire scene turns darker because the
voxels are re-divided and the lights and shadows are re-calculated as well (not divided based on the biggest cube),
therefore, the visual results will not be generated from the voxel size in the previous point to add more details; instead,
the voxels cubes are re-generated, which alters the deployments of the cubes drastically and the consequence is that
the lights and shadows will not be different each time the voxel size and characteristics of the Voxel GI is adjusted.
When using GI, one needs to factor in the size of the scene objects along with lighting expectations.
In the following video where GI Range is adjusted in iClone contain 2 key points:
l In the 3D viewport: since the cubes are re-generate repeatedly, the light and shadows are constantly re-calculated.
l In the voxel mode: the size of the cubes are re-calculated from time to time.
The Voxel and Anchor
The voxels are smaller and denser when they are closer to the anchor. That is, the objects that are closer to the anchor tend
to have more detailed lights and shadows.
l Click HERE and observe the visual differences caused by the changes of the Anchor Position in a same iClone pro-
ject with identical scene and settings.
l Click HERE and observe in the iClone Voxel Preview Mode to see the sizes of the cubes altered along with the
changes of the Anchor Position.
Note:
The anchor position is mostly left unchanged, otherwise the voxels will be re-arranged, which causes flickering issues in
the scene. However, there are still some scenarios where one needs to set keys for changing the anchor position.
Please refer to the example of the Moving Anchor.
l Low Resolution (Left button): Low Detail Voxels - Less details for the lights and shadows due to fewer voxels cubes,
it's the default settings for default project.
The GI will then take up about 2 gigabytes of video card RAM.
l High Resolution (8x) (Right button): High Detail Voxels - More details for the lights and shadows due to more voxels
cubes. This option is more suitable for finer details in object reflections.
l Please click Here and Here to view the comparison between the result by the low and high resolution voxels.
Note:
you will need greater amount of video memory. The Nvidia 9 series and above are recommended as a pre-
requisite for using high detail voxel settings.
Solutions
l Try to thicken the walls or added another layer of walls around the existing ones.
The Reason
The light sources are much smaller than the voxel cubes. When the light sources move within a voxel, the light weights from
it in the voxel changes along with the movements, which causes the flickering issue.
The Solution
Activate the Super Sampling box as shown in the illustration blow to effectively mitigate the light flickering.
The Reason
When the light sources move from voxel A to voxel B, objects covered by A suddenly lost its light sources while the ones in B
suddenly get more light sources, which causes the flickering issue.
The Solution
Activate the Suppress Light Flicker box in the Project Setting panel to effectively decrease the flickering.
By activating Alpha Threshold setting on the object's material, you can solve this issue.
l Activate the Shadow option under the Shadow Map tab in the Visual Settings panel to set the shadow effect.
Resolution
l The values from the drop-down list decide the resolution of the shadow map (indicated by blue lines). The higher the
value, the more detailed the shadows will be calculated and presented.
Bias = 0 Bias = -3
Shadow Range
If your scene is very wide and you want to use low-resolution shadow map for reducing the system strain, then the shadows
can be of low-quality and jagged; because, by default, the Shadow Range is set to Auto, which applies the low resolution
shadow map to the entire scene.
In the following example, the shadow map is shown with a blue grid for better observation.
2. Decrease the value of the slider to shrink the size of the shadow map until you are satisfied with the shadow result.
Both the Global Darkness Multiplier and the Darkness sliders isolate shadow darkness adjustments from the shadow
Strength slider.
l Strength: The true shadow generated in accordance with the shape of the object, the light strength and the angle of
the camera. It is a legacy setting from iClone 6.
l Global Darkness Multiplier: The global shadows darkness strength for the entire project.
To show or hide the dummy object, you can press Ctrl+D or toggle the visibility via Project Settings panel > Display section
> Dummy Object check box.
1. Make sure the camera angle matches those of the background image or video.
2. Select or create a floor plane that will be used to receive cast shadows.
3. Under Modify > Prop > Set as Dummy, select Normal from the drop-down list.
4. Activate the Matte Shadow check box, the plane will turn hidden from view but still receive cast shadows.
Prop without Opacity texture. Prop applied with a grayscale opacity texture. The
shadow does not change with the transparency levels of
the prop.
iClone provides Alpha Threshold and Shadow Threshold settings for adjusting the shadows of props with opacity maps.
Alpha Threshold = On
Correcting Character's Hair for Toon Shader, and NPR Post Effect
l Each character's hair contains Opacity textures, which may cause incorrect Toon Shader or NPR results. By activ-
ating the Alpha Threshold box of the hair, the visual artifacts can be removed.
After the shadow caster is created, you can see the aster under the Light group in the Scene Manager.
Note:
Both the Directional Shadow and SpotShadow nodes contain Darkness slider to increase the intensity of its cast
shadows.
LUT's advantages include more convenient image conversion with better performance and more professional results.
You can set the color mapping in a 2D solution such as Photoshop, Gimp, etc. for more precise control.
Take the scene shown below as an example. With different LUT templates applied, you can create different feeling for that
scene.
l The original scene:
Note:
1 Activate Used to enable or disable Post Effect. When it is unchecked all of the components under Post Effect
will be disabled.
2 Save Save the entire Effect List including timeline keys to an .iEffect file.
3 Rename Change the name of the currently selected effect. Name of the timeline track will also be affected.
4 Image Info and Image Info displays the LUT image file name (not including the extension).
Size Image Size displays the dimensions of the LUT image in pixels.
5 LUT Image Displays an image representation of the LUT data in the .iEffect file. Users can double click on the
image or drag and drop a file to replace the LUT data.
6 Adjust Color Make adjustments to the LUT image. Check out here for more detailed explanation:
7 Save File Store the LUT image to an external file.
8 Open File Open an external LUT image file. Current supported formats are PNG, TGA, BMP at resolutions of
256x16 and 1024x32.
9 Launch Editor Send the LUT image to a 2D image editor.
10 Blend Strength Adjust the effect contribution. LUT effect allows for multiple layers and, like IBL, can be keyed for anim-
ation.
If you load an LUT image downloaded from website and use it, it can be sometimes vertically flipped, which caused an abnor-
mal result.
Note:
You can create custom LUT images from scratch by first applying the Neutral template from the library and then edit it
with any external image editor.
Sharpness This value determine the sharpness of the edges for the overlapped front and back surfaces that are both
blended with AO effects.
Bias This value determines the angle of the spherical range for generating AO. The higher the value, the less AO
effect will be generated within the spherical range.
2. In the Visual panel > Atmosphere tab > Ambient Occlusion section, activate the Ambient Occlusion box.
3. Set the blending strength of the AO on the scene (The degree of blending for Visualize AO) by adjusting the Blend
Intensity slider.
4. Change the Range to determine the size of the range that will detects the surfaces intersect into the range for gen-
erating AO.
5. Adjust the Sharpness to determine the edge sharpness for the AO effect.
l Pure Red Zone: The perfectly focused region. All objects in this region display clearly.
l Pure Green Zone: The out-of-focus region beyond the Red Zone. Objects in this region are blurry.
l Pure Blue Zone: The out-of-focus region between camera and the Red Zone. Objects in this region are blurry
l Violet Zone: The region for the transition of blurriness between the Red and Blue Zones.
l Orange Zone: The region for transition of blurriness between the Reg and Green Zones.
These zones are divided by four red frames in iClone illustrated below (these frames can only be seen from the side view of
the camera whose DOF and View DOF Regions features are both activated):
l Pure Red Zone: The perfectly focused region. All objects in this region display clearly.
l Pure Green Zone: The out-of-focus region beyond the Red Zone. Objects in this region are blurry.
l Pure Blue Zone: The out-of-focus region between camera and the Red Zone. Objects in this region are blurry
l Violet Zone: The region for the transition of blurriness between the Red and Blue Zones.
l Orange Zone: The region for transition of blurriness between the Reg and Green Zones.
The DOF result:
Note:
Please keep in mind that unlike the camera in the real world, DOF in iClone is not generated by means of the camera
lens.
1 Depth of Field: These two settings can have the most accurate DOF real-time render effect. However, they also
consume a lot of system resources. You can consider turning them OFF for lower-end system devices because it
will not influence the final rendered result (always ON).
l Soften Edge: Activate this checkbox to have Blur Edge Sample Scale value (4th item in the previous table)
take effect in the view port.
l Correct Transparency: Enable to correctly render out of focus objects behind semi-transparent materials.
The unit of the value for Focus Distance is cm (centimeter); and the default value is 1000 which is 10 meters.
Hit the Pick Target button and click on the object you want to focus, the point on the surface you click will be used to meas-
ure the Focus Distance value.
Because the DOF is now surface-based instead of pivot-based (traditional iClone method), any point on the mesh of an
object can be picked as the focus center (FD in the illustration stands for Focus Distance).
1. Hit the Pick Target button and click on the stem or the root of the speed tree that you want to focus.
2. Manually adjust the Focus Distance value in order to focus on the leaves instead of the stem of the plant.
You can set the width of the Perfect Focus Range in terms of distance (centimeter):
This value actually defines the far and near boundary distances offsetting from the focus center (defined by the Focus
Distance). Therefore, the value times 2 is the real width of the range. In the illustration below, the N is the value we see on the
Perfect Focus Range field.
Note:
Given a project as shown below: the depth of the scene is not obvious due to the angle of the camera.
You can activate the DOF effect and set the Focus Distance with Pick Target or manually enter a value:
Because the Lock Near and Far Effect checkbox is activated, the Far Blur Strength is disabled and its value will be
auto-set along with the value of Near Blur Strength.
4. If you want to respectively modify the blurriness for the near and far blur regions, then deactivate the Lock Near and
Far Effect checkbox.
5. Respectively adjust the value for the Near Blur Strength and Far Blur Strength.
In this case, the Far Blur Strength is increased to make the object in this region more blurry while the Near Blur
Strength is decreased to show the objects within this region more clearly.
In iClone 7.1, two new region, Near Transition Region and Far Transition Region, are added to solve this issue.
Note:
The unit of the value for Transition Regions is cm (centimeter); and the default value is 200.
Because the Lock Near and Far Effect box is activated, the Far Transition Region is disabled and its value will be
auto-set along with the value of Near Transition Region.
4. The sharp boundaries between the perfect focused area and the completely blurry areas are eliminated.
Note:
If you want to separately modify the blurriness for the near and far blur regions, then deactivate the Lock Near
and Far Effect box.
2. Select a camera, open the Modify Panel and turn on the DOF effect.
Different bokeh type can have different effects on the highlights in the blurry regions.
Note:
The higher the blur strength is, the stronger and clearer the Bokeh shapes will become.
Open the DOF track of the custom camera to set keys in order to generate DOF animation.
3. Make sure the camera is selected and open the Modify Panel.
The sharp edges of the blurry object will also become blurry.
Note:
l These two settings in the Preference panel only affect the real-time rendering result of the view port, for the final
rendering, they are always activated.
l These features consume considerately more system resources.
Solution for Final Rendering: When you want to export image or video from the project of this kind, please apply Super
Sampling - 3x3 setting to decrease the flicking issue.
Note:
The flickering issue only shows in the real-time view port and does not happen for the final rendering.
Note: There is currently no solution for this issue. Try your best to avoid this type of scenario.
2. Switch to the Stage tab in the Content Manager. You will see several built-in templates in the Effect library.
4. Preview the rendering result by pressing the Current Frame Preview button (Shortcut: F10) in case you've
turned off some effects for the sake of system loading.
iClone 7 User Manual - 987
Modifying Current Effects
Each applied effect contains one or more adjustable sliders for you to define the weight or strength of the effect.
1. Switch to the Effect tab in the Visual Settings panel.
2. Select a template in the Effect List.
3. Under the list pane, drag the slider to adjust one or more parameters provided by the effect.
Effect: NPR (Non-photorealistic Rendering)
You may use the , , and buttons to arrange the order in the list.
l Generating particles
l Adjusting particles
l Moving, rotating emitter
l Back to Particle menu
Note:
The default showing of the particle is off. For you to adjust each element please enable show in the scene manager to
see both the gizmo and invisible cube of the particle.
Blend The three radio buttons in this group define how the particles are to be blended with the background.
Mode l Alpha - You may see the original color of the image for each particle.
l Addition - The RGB color of the image for each particle will be added onto the color of the background.
This parameter is useful especially when you want to create glowing particles in your projects.
l Subtraction - The RGB color of the image for each particle will be subtracted from the color of the back-
ground.
Alpha Addition
Subtraction
l Color - Define a color to be blended with the image you load for the particles when they are generated /
eliminated.
l Opacity - Set the transparency for particles as they are generated / eliminated. Set 0 to make it totally
transparent and 255 for opaque.
(10 x 10) → (10 x 10) → (10 x 10) → (10 x 10) (10 x 10) → (50 x 50) → (20 x 20) → (80 x 80)
l Face Cam: This option is suitable for non-directional particles such as fire, fog or storm.
l Vertical: This option aligns the particles to the Y axis, which is suitable for vertically directional particles
such as raindrops.
If you are already familiar with how the settings influence the particles, click the link below for next section:
l Adjusting Emitters
(0, 0) (90, 0)
(0, -45)
Spread To understand these two parameters, you must think of a pyramid in your mind first. The top of the pyramid is
& the position for the emitter and it ejects particles straight to the bottom of the pyramid.
Diagonal l Spread - This value decides the angle of the two opposite sides (the red and green lines in the illus-
tration as Diagonal equals to 0) of the pyramid. The range is from 0 to 180.
l Diagonal - This value specifies the rotation angle of the diagonal line (the blue line in the illustration) of
the pyramid bottom. The range is also from 0 to 180. Please notice that the area will be maximized
when the Diagonal is set to 45 and 135 degrees.
Diagonal = 90 degrees
Diagonal value changes from 0 to 90 degrees"
Velocity l Velocity - This value assigns the speed to each particle for moving. The range is from 0 to 99999.
&
Direction
Ran-
domness
form status of the set. You may also drag the gizmo by using the tool or transform Gizmo to set a key for the
particle set.
3. Go to another frame when the set stops transforming. Change the Transform values again.
Moving along a Path
1. Go to the start frame when the set of particle begins move along a path. Select the pivot of the particle set.
2. Click the Pick Path button in the Path section and click on the desired position of the target path.
3. Go to another frame where the particle set stops moving along with the path.
4. Click the Pick Path button and click on another position of the target path where the particle set stops moving.
Note:
Note:
l You may optionally adjust the values described above to prevent over-exposure of your scenes.
l Please note that the parameters with green names are key-able in different time frames.
HDR as Texture
If you have HDR images at hand, you may also load them into the texture channels (Reflection, especially) to create higher
contrast and more impressive effects.
Prop with reflection parameter only Prop using Reflection channel with HDR image
Flickering Issue
The flare-flickering issue is also suppressed in iClone 7.
l Before:
l After:
2. Open the Visual panel (Shortcut: F7) and scroll to the Fog Settings section.
3. Activate the Fog On box to turn on the fog.
The sky in the scene is not affected by the fog effect currently.
Note:
The Affect to Sky is synchronized to the Fog Influence setting in the Sky section of the Modify panel for Sky
object.
As for the other parameters for adjustment, please read the next section, Adjusting fog.
l Fog Color: Pick a color for your fog. Different fogs can create different atmospheres.
No fog
Morning fog
The Fog effect only takes place within the range defined by the Near and Far values.
Color Picker
l You may drag the two anchors to adjust the range of each level.
l You may also adjust the two colors by clicking the color-swatch . The gradient color of the three levels between
these two colors will be automatically generated.
Toon Shader with no texture Toon Shader with Diffuse Map Toon Shader with Opacity Map
Toon Shader with Specular Map Toon Shader with Glow Map Toon Shader with Reflection Map
Blended Toon Shader and Colors
The Toon Shader covers three levels of colors onto all objects, and once the colors are set, the Diffuse, Ambient and Spec-
ular colors of objects will be blended with the three-level gradient colors.
You may drag the two anchors to adjust the range of each level.
Original color Adjusted Diffuse, Ambient and Specular Blended with the two colors in the
colors. Toon Shader.
2. You may optionally remove partial or all the textures in the scene.
6. Change both the two colors to the same color to make your 3D world turn completely into a sketch.
The two colors of Toon Shader are set to gray. Change the Silhouette Edge color to create a blueprint.
Diffuse map
l The most frequently used texture mapping method. It wraps the bitmap image onto the 3D geometry surface while dis-
playing its original pixel color.
l Any bitmap image, such as scanned images or images captured by digital camera, can be used as diffuse map to rep-
resent photo realistic quality.
l Users can also use image software to make pre-rendered texture effects such as shadow, bevel, bump, lighting or
weathering effects. This approach can effectively simulate real-world 3D effects while greatly saving system
resources and rendering time.
l Bump mapping uses the grayscale values of an image map to create variations in the shading of the surface to which
the map is applied. It adds details to 3D models without increasing the number of polygons. In iClone, white areas of a
bump map are shown as high and black areas are shown as low.
l By moving around the light source we can see how the angular light projection changes the bump look. If the light is
facing the surface from a straight 90 degrees angle it the bump effects are the least noticeable.
Prop with diffuse map only Bump - the edge blur from the bump source
image causes a softer bevel effect
Normal map
l When you import an image to the Bump channel, a dialog will pop up to ask you the format of the image. Choose the
Normal radio one if the image you want to import is in a normal-based one.
l A Normal map is made from a high polygon model. Its color representation will affect surfaces like a regular bump
map while providing higher degrees of detail.
l iClone can import normal maps created in ZBrush or 3D Studio Max. By using Normal Maps you can make simple
low-poly models appear as highly detailed 3D objects.
l If the image you are loading is not a specially designed normal map, then the result will not be as good.
Prop with diffuse and bump maps Specular map determines the areas that reflect the light
Glow map
l This texture mapping technique allows users to control the glow shape, color and strength.
l Glow maps will blend with your original diffuse maps, so the lighter the diffuse color (or glow color), the stronger the
glow effect.
l A bright diffuse map in combination with a bright glow map might cause overexposure.
Reflection Map
Reflection map is also referred to as environment map. The image map is projected onto a 3D surface to represent a fake
reflection of the environment.
Prop with diffuse map only Reflection image is projected onto the object
Note:
To create good Reflective effects you should start by using an object that has high specular highlight and gloss values.
Then apply black or darker images as the Diffuse map to help making the surface work like a mirror which can fully
reflect the reflective map content. If the diffuse map itself is too bright the front light plus reflective setting could cause
the result to be overexposed.
l Most 3D Blocks items are preset with a non-glossy material setting. To achieve high gloss and specular objects,
check the \Props\Gloss folder
l Adjust the camera and light direction to see the natural changes to the reflective surface.
If you place a reflective object on a simple 2D background you can use high contrast scenery images to mimic the
reflective look by importing them as reflection map.
Sample: Combining Several Texture Effects - Semi-transparent and reflective surface
Displacement Map
You can create monochrome image maps with popular image-editing tools such as Photoshop. By using grayscale height
maps, you can push and pull the surface of a 3D model to achieve the ideal look you desire.
Using a vector-based displacement map can produce undercut details on your model. Unlike the height displacement map
(monochrome) simply stretches out geometry, vector displacement produces refined curves and edges, creating an unpar-
alleled sense of detail to your model.
By adjusting Brightness, Contrast, Hue and Saturation, you can create countless texture effects of your 3D models. In this
table you can see how the adjustments affect each texture channel.
Diffuse Opacity Bump Specular Glow Reflection Blend Displacement
Brightness Effective Effective Effective Effective Effective Effective Effective Effective
Contrast Effective Effective Effective Effective Effective Effective Effective Effective
Hue Effective Less Effective Less Effective Less Effective Effective Effective Effective Less Effective
Saturation Effective Less Effective Less Effective Less Effective Effective Effective Effective Less Effective
An item listed as Less Effective means that there will be no visible effect at all or that the effect is not obvious.
Diffuse
By adjusting the Diffuse image, the 3D model can take on a variety of appearances.
Hue = 17 Hue = 17
Saturation = 0 Saturation = -20
Opacity
By adjusting the Contrast of the opacity texture, you can define the level of the face to be masked out. In the following
example, the model is mapped with a gradient image shown in this illustration.
Brightness = 27 Brightness = 0
Contrast = -3 Contrast = 100
Note:
l These features in the Adjust Color section will not set animation keys on the timeline.
l Please refer to Types of maps for more information.
l Please also refer to Material Key and Material Key Frame Animation for more information about texture
animation.
l Please refer to Synchronizing UV Changes to Channels for more information.
However, the new Adjust Color interface unified all color adjustment parameters so one can simply click on the desired tex-
ture channel and modify it immediately.
This user interface is available under the texture channels for the following assets: iProp, iAvatar, iAccessory, Sky, IBL, and
Terrain.
Note:
There are two methods to open and close the Adjust Color panel:
l Select the desired texture channel and click the Adjust Color button aforementioned.
l Double-click on the desired texture channel with right mouse button.
A Texture The texture channel that is currently focused upon. Any modification will be applied to this specific tex-
ture channel.
Basic Settings
1. Pick the prop in the project.
2. In the prop's modify panel, switch to the Material tab and scroll to the Texture Settings section. Select one of the tex-
ture channels and click the Launch button to open the texture image with your predefined image editor.
Note:
l : You can select an image file directly to replace the texture by clicking the Load button.
l : If you save the texture as another image file, you have to use the Load button to load the image.
l : If you want to keep the texture for further use on another object, click the Save button for each chan-
nel of the textures.
l : Click this button to adjust the selected texture image with Adjust Color panel.
l : Click this button to edit the select texture image with external image editor.
l : If you want to remove the texture, click the Delete button.
l : Press the UV button to launch the image editing software opening the UV image of the selected
object; you can paint the texture based on the UV position.
There are two aspects to Use sRGB; according to the image file you want to load.
l HDR, EXR for the IBL or any image whose Gamma value is set to 1 in any image editor.
Activating the Use sRGB box can cause the image to brighten or darken. Therefore, if the loaded image is of this type,
please DO NOT activate this feature (it is deactivated by default).
Because of the hardware limitation of the monitor and for optimizing the image files (defined by sRGB), the Gamma values of
them are non-linear (2.2 and 0.45).
Note:
Mostly, the image files with non-linear gamma values are: jpeg, jpg, bmp, gif, png, and tga.
However, the image displayed on the monitor will finally shows a linear color space because the complemented gamma
curves of the image and the monitor.
However, if the gamma value of the loaded image file is non-linear, then the PBR result of the texture will be brighter than the
true color.
Refraction = 0 Refraction = 50
Reflection = 0 Reflection = 0
Refraction = 0 Refraction = 50
Reflection = 50 Reflection = 50
You may utilize the two sliders, Specular and Glossiness, to create metallic or plastic objects.
Plastic: Metal:
Specular Value = 35 Specular Value = 200
Glossiness Value = 15 Glossiness Value = 10
Opacity
Both Opacity and Refraction can turn an object transparent; however there is still something different between them.
The scene behind the transparent object distorts when Refraction is on, but no such real life distortion appears when using
Opacity.
(As the illustration above shows, SketchUp names all materials that only have a color assignment as Color Material, so
their names look the same in the Material List section. It is easier to identify textured materials by their jpeg file names.)
3. Click on the face with the desired material in the 3D viewer.
4. The material of the face is retrieved. You may then modify the settings to change the texture.
The glass of the car is mapped with reflection and opacity images.
5. Repeat the steps until all materials of the model are adjusted.
2. Utilize the Pick tool to click on the body parts to retrieve its material.
3. You can then modify the images of the eight channels in the Texture Settings section to change the look of the
actor's skin.
l All settings in the Adjust Color section. These settings simultaneously influence picked channels across the selec-
ted materials.
l The UV style re-generated from the UV Settings section. These settings influence the entire UV coordination of the
materials.
2. Select the materials you want to edit from the material list.
Note:
There are two methods to selecting multiple materials:
l Hold the Ctrl key and click on different materials in the list. This method is suitable for selecting materials
with different material names.
l Select one of the material and then activate the Affect all materials with the same name. This method
only adjust the material with identical material names.
3. Adjust the settings as the previous section described. The selected materials or the materials with same name will
be adjusted together.
Note:
In this case, the skin texture color for the face, upper body and hands will be adjusted together.
Loading Material
1. Select the target 3D object for material change.
Note:
The object can be divided into three types according to the materials being applied.
l 3D Objects with a single material ID.
4. Select a prepared material template to replace the one you have picked in previous step.
Compound model with multiple material IDs. Various material templates applied to
individual material IDs.
Note:
l iClone provides a material library in which templates with texture settings are optimized and ready for
use. The extension of material templates is .iMtl. (You may find them in C:\User-
s\Public\Documents\Reallusion\Template\iClone 6 Template\iClone Template\Materials Lib)
A. Each setting in the Texture Settings section, except the status of the Lock Ratio and Affect All Channels boxes,
will be saved into the material template.
B. Each setting in the Material Settings, Substance and Tessellation sections will be saved; in other words, the values
for the settings will be kept.
C. The result by the settings in the Adjust Color, Color Balance and UV Settings sections will be merged into the
maps of the channels. That is, the values of the settings will NOT be kept, only the result is.
External Texture
1. Prepare two objects in iClone, and one image as the texture image for the objects.
2. Access the File >> Import Settings >> External Texture command on the menu bar.
3. Double click on any one of the channels for one object. Load the image as one of the textures.
These two objects thus share the same image file as their texture. iClone skips compacting the image file when you save
the project but instead records the path of the external file, which keeps it from increasing the project size.
1. Select one object from which you want to share the material.
2. Click the Pick button and click on the face of the material for sharing. The texture images for the channels are thus
retrieved. Alternatively, you may select the material in the material list.
3. Click the Paint button and start to click on the target faces of other objects.
All the faces now share the same material data as the first object in step one.
Material Sync-Editing
Since these objects are using the same material, once you modify the texture channel settings in the Adjust Color section,
the other faces sharing the same material will be altered instantly.
The Material keys store material data in the three sub tracks under the Material main track:
Material Settings Track
l The Material Color: Please refer to the Modifying Material Settings section for more information.
A: The Diffuse color.
B: The Ambient color.
C: The Specular color.
l The value of Opacity: The values affect the selected material only while the other faces applied with other materials
can not be influenced.
l The material responding to light: Please refer to the Modifying Material Settings section for more information.
A: The value of Specular.
B: The value of Glossiness.
l Material keys cannot be set to Grass, Particle, Water and Sky (Texture UV).
l Once you right-click on the object and select Remove Object Animation, all the material keys for the object will
be deleted. Clicking the Animation >> Remove Object Animation on the menu bar will also have the same res-
ult.
3. Click the Save button to save the settings and Keys.
5. Click the Load button to load the file saved in step 3.
l The Quick Mode render option produces an efficient real-time render with most 3D effects disabled for faster per-
formance.
l The Medium render option disables some of the 3D effects for a mid-level of visual quality.
l The High render option allows you to view all of the 3D effects, including Displacement, Bump / Normal, Glow, Reflec-
tion Map, Realtime Smooth, Substance, HDR, Environment Reflection, Refraction effect, Anti-alias, Mipmap and Tes-
sellation shadow, and more options in the Advanced settings. Turning these options on increases the visual quality
but eats up system resources.
l The Custom render option allows users to save their desired render settings for later usage.
TAA (for Real-time Rendering only)
An advanced anti-alias technique (Temporal Anti-Aliasing) for the view port can minimize jagged edges and pixilated
areas. Check the box to turn on TAA. Real-time anti-aliasing starts to calculate only when the viewport is standing still. During
playback, TAA will be forced OFF.
All details are rendered during real-time playback, which increases the load on your system resources.
LOD On
The details on far surfaces are rendered with lower detail in order to achieve faster real-time playback and editing.
2. Select the Diffuse channel and click the and buttons to open the diffuse and UV Reference images at the
same time.
You will notice that the texture orientation (left illustration) is based on the texture
coordinate definition of the UV map (right illustration)
In the sample above, the solid blue color is made by massive grainy texture tile on this model (with the default 1x1 UV tiling
settings in iClone). If the model in Google SketchUp has no prior texture assigned to it, the default UV tiling value is way too
small for further texturing works.
Note:
l Hold the up/down controls of the UV Offset, Tiling values to see the texture changes in the 3D viewer imme-
diately.
l Please refer to Synchronizing UV Changes to Channels for more information.
2. Press the Picker and click on the face without any texture to retrieve its material and texture settings.
3. Select the Diffuse channel and click the buttons to load an image as the diffuse texture. The massive grainy tex-
ture tile makes it look like a solid color in the illustration below.
4. Adjust the Tiling value to make the texture show an appropriate mapping result. In most SketchUp cases, it is a small
value such as:
Tiling U = 0.010
Tiling V = 0.010
In the sample above, the solid blue color is made by massive grainy texture tile on this model (with the default 1x1 UV tiling
settings in iClone). If the model in Google SketchUp has no prior texture assigned to it, the default UV tiling value is way too
small for further texturing works.
Note:
l Hold the up/down controls of the UV Offset, Tiling values to see the texture changes in the 3D viewer imme-
diately.
l Please refer to Synchronizing UV Changes to Channels for more information.
2. Press the Picker and click on the face without any texture to retrieve its material and texture settings.
3. Select the Diffuse channel and click the buttons to load an image as the diffuse texture. The massive grainy tex-
ture tile makes it look like a solid color in the illustration below.
4. Adjust the Tiling value to make the texture show an appropriate mapping result. In most SketchUp cases, it is a small
value such as:
Tiling U = 0.010
Tiling V = 0.010
Lock Ratio
Check the Lock Ratio box to simultaneously adjust the U and V values in the latest UV tiling ratio.
Generating UV Reference
The easiest way to generate UV reference for an object is to:
1. Pick any Channel.
2. Click the button. Edit the image corresponding to the channel.
3. Save the image.
iClone assigns a UV reference map for the object automatically.
Generating UV Reference
The easiest way to generate UV reference for an object is to:
1. Pick any Channel.
2. Click the button. Edit the image corresponding to the channel.
3. Save the image.
iClone assigns a UV reference map for the object automatically.
It is very lightweight, and can help you to save the space of your hard drive while delivering exquisite and realistic texture
effects to your project.
The best part is, the substance material (*.sbsar) can be shared between 3Ds Max, Maya, Unity, Unreal and many more
applications for creating realistic texture for objects in CG industry.
On the Allegorithmic web site, you may find a database containing tones of ready-to-use substance material templates.
With the substance libraries and their contents, you are able to convert your ordinary scene, especially built with props with
simple texture or no texture at all, into a realistic one.
Note:
l Please note that all embedded templates, including the prop and material ones, that are related to Substance
material, will be marked with a red "S" at the bottom left corner on the icon.
2. Open the Set Template >> Props >> 3D Blocks (Substance) folder.
3. You may find the embedded props of this kind in different sub folders.
Note:
The path of the folder is (by default):
C:\Users\Public\Documents\Reallusion\Template\iClone 6 Template\iClone Template\Props\3D block (Sub-
stance)
Note:
l The advantages and disadvantage of sharing the substance material on substance 3D blocks to other
models are:
Advantage:
You may adjust the complete parameters of the substance material from the substance prop.
Disadvantage:
The UV coordination of the objects could be different from the substance props, therefore, the result of the
substance material applied on them may be expected.
l For more information about adjusting the substance material applied on the substance 3D blocks, please
refer to the Using Substance 3D Blocks section.
l If you want the custom model to have correct mapping result, four unique maps (UV dependent) are
required to make it fully compatible. They are: Normal, Curvature Map, WS Normal, and AO. These four
maps must be load to the four channels under Substance >> Source Maps
The layers form the substance material; and the substance material result is passed
to the eight channels.
Benefits of Using Substance 3D Blocks
By adjusting the parameters of the layers, including the density and masking method, the looks of the layers are altered and
passed to the texture channels of an object, which create a realistic texture for the 3D object.
The parameters for the layers can all be keyed, which means you are able to generate dynamic weathering, erosion, scratch-
ing, or mossing animation for the object.
There are basically four layers of the substance material You can find all substance related parameters in the
for each iClone embedded Substance Prop Modify >> Material >> Substance section.
Layer Layer Description Layer Related Parameter Sections
Name
ADirt This layer is the topmost layer which covers
Layer dirt or dust to the other material layer.
Note:
The Source Maps sub-section contains data to describe the shapes of the 3D blocks and how the material is applied to
them. Unless you are familiar with the creating and algorithm of the substance material, you do not suggested to adjust
the settings in the section.
2. Go to the Modify (panel) >> Material (tab) >> Substance section.
3. Select one of the presets from the list (in this case, the 06 Wood is taken as an example).
Note:
These presets are actually the combinations of different status of the four layers mentioned in the previous sec-
tion.
Base - Metal;
Advanced Usage for Substance Props
In the basic method, you simply adjust the sliders to change the status of the four layers. However, the texture images for the
layers are by default. However, you are allowed to apply prepared images to change the texture images for the four layers.
The Paint Layer of the example in the previous section is taken for the advanced adjustments for the layers.
2. Decrease the Amount value for the cracks of the paint to 0 (in the Paint Cracks sub-section).
3. In the Cover Paint sub-section, find three channels (Diffuse, Normal and Specular) at the bottom of it.
You may apply a normal map to the Normal channel for and only for this layer to give the layer some vein effect.
7. Optionally apply an image to the Specular channel for this layer.
2. Open the Set Template >> Props >> 3D Blocks (Substance) folder.
Note:
The path of the folder is (by default):
C:\Users\Public\Documents\Reallusion\Template\iClone 6 Template\iClone Template\Materials
Lib\Substance
A character with default material settings A Substance material is applied to the skin
Note:
Advantage:
You don not need to care the UV coordination of the target object because the material will be applied in accord-
ance with the original UV style of the object.
Disadvantage:
For the embedded substance templates, only limited parameters can be adjusted for the substance materials.
5. If you know how to create a substance file with external Substance Authoring Tools, then you can load the sub-
stance file by clicking the Load button under the Substance section.
2. Open the Set Template >> Props >> 3D Blocks (Substance) folder.
3. You may find the embedded props of this kind in different sub folders.
Note:
The path of the folder is (by default):
C:\Users\Public\Documents\Reallusion\Template\iClone 6 Template\iClone Template\Props\3D block (Sub-
stance)
Note:
l The advantages and disadvantage of sharing the substance material on substance 3D blocks to other
models are:
Advantage:
You may adjust the complete parameters of the substance material from the substance prop.
Disadvantage:
The UV coordination of the objects could be different from the substance props, therefore, the result of the
substance material applied on them may be expected.
l For more information about adjusting the substance material applied on the substance 3D blocks, please
refer to the Using Substance 3D Blocks section.
l If you want the custom model to have correct mapping result, four unique maps (UV dependent) are
required to make it fully compatible. They are: Normal, Curvature Map, WS Normal, and AO. These four
maps must be load to the four channels under Substance >> Source Maps
The layers form the substance material; and the substance material result is passed
to the eight channels.
Benefits of Using Substance 3D Blocks
By adjusting the parameters of the layers, including the density and masking method, the looks of the layers are altered and
passed to the texture channels of an object, which create a realistic texture for the 3D object.
The parameters for the layers can all be keyed, which means you are able to generate dynamic weathering, erosion, scratch-
ing, or mossing animation for the object.
The red "S" mark of the channel will be removed, which indicates that the texture from the substance material is
baked to the prop.
Note:
Adjusting the slider values does not influence the texture after this step.
3. If you want to adjust the texture by the substance parameters again, then activate the Use Substance Graph box
before further modifications.
MadCap:mediastyle="@media print { min-width: 40%; min-height: auto; }" /
The Original zigzag silhouette and surfaces of the object. Tessellation smoothes out the visual imperfections of
the meshes.
l 3D Entities: It smoothens the 3D entities without changing the main shape.
The Original shape. After being tessellated, the surfaces are smoothed while
the main shape is kept.
l Project Size: It ensures the visual quality without increasing the size of the saved project (*.iproject).
l LOD Effect: It can gradually decrease the number of the faces presenting objects for LOD (Level of Detail) feature,
which avoids the sudden changes of objects in 3D scene when the camera zooms in or out.
l Displacement Effect: Tessellation can also be used in combination with displacement maps for implementing
exquisite details on the surfaces of objects.
2. Switch to Modify >> Attribute tab. Activate the Realtime Smooth box in the Prop section.
3. Alternatively, you may use the Edit> Realtime Smooth command.
4. The object is smoothed while the others remain coarse appearance.
Note:
The real-time smooth in iClone tessellates each triangle by adding two more vertices between original two adja-
cent ones.
The original topology. Two vertices are added into each side of a triangle face.
A low polygon 3D object. After being applied with Displacement map. The faces
are pulled up or pushed down.
Tessellated the object to add more faces for presenting The low-poly object turns to an exquisite one.
better details.
Please refer to the following sections for more information:
l Using Grayscale Images for Displacement
l Using Vector Displacement Maps
A low polygon 3D plane. Diffuse map applied. After being applied with Displacement
map. The faces are pulled up or pushed
down.
Using Grayscale Images for Displacement
1. Prepare an object.
Note:
The object can be characters, accessories, or props.
2. Make sure the object is selected and switch to Modify >> Material >> Texture Settings (in this case, the object has
already applied with Diffuse and Blend textures).
4. Choose the Height Map (Grayscale) radio button and click OK to load the image.
The object's shape will thus be sculpted. You may need to adjust the UV Tiling values to best fit the displacement
image to the object.
l By importing the grayscale to the Bump channel, the shading of the object can be shown to increase the
visual conviction.
5. In accordance to the rule described in the note box above, the black area concaves the mesh, which can cause the ori-
ginal shape to be thinner and the connecting lines broken.
The original topology. Tessellation value increased (more details are shown).
l The Multiplier slider is able to increase or decrease the drops between the ups and downs. In another word, to
determine the distances between the high and low vertices.
The default value is 50, which takes the middle color of Set the Gray-scale Base Value to 0 so that every ver-
the grayscale image (127, 127, 127) as the base (the tex will be raised up, this ensure the object intact
vertices covered with the color darker than the base will without breaks or holes.
be pushed down, causing the broken issue described
above).
7. Adjust the three sliders to optimize the shillouette appearance of the object.
3. Go to the first frame of the project, set the UV Offset value of the Displacement channel to move the texture so that
the extrude area is moved to one side of the prop.
4. Go to another time frame and set the UV Offset value again to move the texture so that the extrude area is moved to
the other side of the prop.
You will see two keys shown in the Material >> Texture UV track of the prop.
5. Copy and paste these two keys repetitively so that the extrude area will keep moving from one side to the other.
2. Export low-poly model and vector image from the tool.
Note:
l It is strongly recommended that you export the model in FBX format.
l The best exporting format for the vector-based image is EXR.
l An EXR format file can include arbitrary channels, specular, diffuse, alpha, RGB, normals, and various other
types of channels in it.
3. Convert the model through 3DXchange into iClone.
5. Double click on the Displacement channel and load the prepared vector image. You will be asked to set the type of
the loaded image.
6. Choose the Vector Displacement radio button and click the OK button to load the prepared vector image.
Note:
l Please note that the Bump channel will be automatically given a normal map extracted from the EXR file.
l If you have better and optimized normal map, then you may freely imported it to replace the auto-generated
one.
7. Adjust the Tessellation parameters to optimize the visual quality of the model.
9. Apply more images to the other channels (such as diffuse, specular or blend) to optimize the look of the model.
Formats
The supported video formats are:
l AVI, WMV, MPEG.
l FLV, iWidget, popVideo.
l Any video that can be played with corresponding video codec on your computer.
Applying Methods
The methods to apply videos are:
l Drag-and-drop: You may drag a video onto target face of one object (terrain and image layer excluded) in the preview
window to replace its image of Diffuse channel.
l Drag-and-drop with Right Mouse Button: A menu will pop up for you to apply the video to a specific channel.
l Loading from Channels: If you want to apply videos into either channel, you may double-click on the channel and
locate the desired video. Please note that for the Image Layer object, you can only use this method to replace its dif-
fuse texture.
l The videos loaded here are always taken as external files in order to reduce the size of the project. Therefore, if
you move the project elsewhere, please also move the videos along in the same path relationship when the pro-
ject is saved.
l Please note that you must have K-Lite codec pack or similar installed on your system before FLV videos can be
played.
l You CANNOT apply videos to Tree and Grass.
Apply popVideo
l Select any object that contains a Diffuse channel. Double-click on the channel and select a popVideo file.
Alternatively, you can drag the popVideo file from the explorer onto the surface of a target object. The popVideo will
be loaded into the Diffuse channel as well as the Opacity channel.
l In the explorer, with the Ctrl key pressed and held, drag a popVideo file onto the preview window of iClone to gen-
erate a board with the popVideo automatically loaded (with mask).
If Constraint keys (Link, Look At, Attach, Path, Reach) have been used and you would like to export them together, then
check enable Menu > Animation > Motion Setting Options > Bake Constraint Key.
Note:
3DXchange 7's ability to export FBX files has been extended to iClone, making it possible to directly export FBX files
without leaving iClone. However the export FBX feature has a few key differences in the data structure:
l iClone Export FBX will export according to the timeline animations. 3DXchange will export FBX according to
the Perform List. When the Perform List has multiple animation tracks, the FBX will export with multiple takes.
Click here to see more information.
l The object in the following formats are not supported for exporting FBX: iLight, .iEffect, .iParticle, .iTree, .iGrass,
.iTerrain , .iWater, .iSky, .aml, .iTalk, .iPath. Please note that only the iTerrain that is made of heightmap is not
supported since its inception from iClone 5.
The original camera and its view before the Exporting 5 more cameras facing different directions will be auto-
Panorama feature is turned on generated after the Exporting Panorama feature is
turned on
The videos shot from the 6 cameras will thus be stitched in order to form a panorama video with full environment data.
The views shot from the 6 cameras The panorama video created by stitching the 6 views
l Google Cardboard.
l Oculus Rift.
l Samsung Gear.
On Platforms
You can also view the Panorama with regular display devices on Youtube or Facebook:
l You will see a navigation icon on the upper-left corner of the video on Youtube, which indicates that the video is a Pan-
orama Video.
l When the video is played, you can drag on the video to rotate the camera to different perspectives for viewing the
video.
The original camera resolution before the Exporting The resolution is automatically changed to square after
Panorama feature is turned on the Exporting Panorama feature is turned on
Each of the cameras in the project will be set to Wide-Angle (12 mm focal length) when the Exporting Panorama feature is
turned on.
The original camera lens before the Exporting Pan- The camera lens is automatically changed to 12mm
orama feature is turned on after the Exporting Panorama feature is turned on
Note:
The value of the camera lens for Panorama Videos is strict. Therefore, you are not allowed to customize this value
when the Exporting Panorama feature is turned on.
The original project covered with an image layerThe image layer is shown 6 times after the Panorama Video is expor-
ted
The original project with a background image The background image shows repetitively after the Panorama Video
is exported
l Seam Issues: If you apply special effects, such as HDR - Tone Map, HDR - Glare , SpeedTree with LOD, Shadows
and Toon Shader, the seam where the 6 camera views where stiched will be very obvious (The example below is a
project applied with the HDR-Tone Map).
The original project with HDR - Tone Map The seams between each camera views are apparent
turned on
l Export vertex and mesh animation data in OBJ-level. The data can be from single frame, the entire project or part of
the original animation.
Note:
Although you can get the texture images when you export the ABC file from iClone, there is no material details, which
makes it hard when you need to create materials again in external 3D tools.
By using FBX, you can get the complete material information and the relationships with the textures.
Note:
The texture-mapping methods are somewhat different in accordance with the characteristics of each 3D tool. Please
refer to the links below for more information about the pipelines of using Alembic in some of the popular 3D tools.
l Pipelines of Using Alembic in HitFilm
l Pipelines of Using Alembic in Maya
1 File Format Use the drop-down list to determine the format for exporting Alembic.
l HDF5: This format is for Maya 2013 or earlier versions only.
l Ogawa and HDF5: For Maya 2014 or later version, and any other 3D tools that support Alembic,
please select Ogawa or HDF5.
2 Export Range Choose one of the radio buttons to determine that the exported Alembic is from one frame, all frames or
partial project frames.
3 Sample Frame Set a value to determine the sample times per frames. The higher the value is, the rougher the animation
of the Alembic will be.
4 World Space Activate this box in order to include the transformation data of the selected object when it is exported into
Alembic file.
5 Export Texture If you want to export the texture images along with the Alebmic file in the same folder, then activate this
box.
5 Merge Opacity Some 3D tools do not support Opacity texture, such as HitFilm. Therefore, you need to merge the Dif-
to Diffuse fuse and Opacity textures into a PNG image with Alpha information to correctly re-build the transparent
(PNG) results in the tool.
Current Frame
Because iClone does not support building, morphing or sculpting objects, especially fabric types, then you can use the Soft
Cloth object to generate random shapes by physics simulation and then export your favorite shape of the object as anAlem-
bic file.
This Alembic file thus can be used as a static prop, or a morphing target in other 3D tools.
1. Given an object with soft cloth animation.
2. Go to the time frame when the shape of the object is ideal.
3. Select the object and then execute theFile >> Export Alembic command.
4. Choose the Current Frame radio button in the Export Range group.
5. Export the object of the current shape into an Alembic file.
All
If an object (soft cloth, especially) has a certain shape already, and you want it to start the soft cloth simulation by the shape it
has, then you can choose the All radio button to store the animation of it into an Alembic file.
1. Given an object that is set as soft cloth with a certain shape already (in this case, the curtain).
2. Simulate the soft-cloth animation.
3. Select the object and then execute the File >> Export Alembic command.
4. Choose the All radio button in the Export Range group.
5. Export the object with its animation into an Alembic file.
Range
Sometimes, the start frames of a soft cloth do not meet your need because of the shape. Then you can export the desired
part of the animation as an Alembic file.
1. Given a flat 3D surface for creating a table shape with soft cloth simulation.
2. Drag the play head and keep in mind the time range to exclude the free-falling of the object.
3. Select the object and then execute the File >> Export Alembic command.
Enter the start and stop frame that you have kept in Step 2.
5. Export the object, with its animation, into an Alembic file.
6. Load the file into a 3D tool (in this case, Maya). Only the animation within the range will be extracted for rendering.
Lower Sample Frame number is specified. The new Lower Sample Frame is specified. The new motion is
animation is almost the same as the original one. almost the same as the original one.
As you increase the Sample Frame number (in this case, 6), iClone spans more frames before it extracts transform data or
poses from the original animation or motion, which can decrease the correctness of the result.
Only three transform data are extracted from the original The Alembic result (with lost results).
animation and the rest ones are ignored.
Only three poses are extracted from the original motion The Alembic result (with lost results).
and the rest are ignored.
The character with motions is offset from the world cen- Two types of data in the Timeline
ter. (motion clips and transform keys).
2. Export the static scenery into an FBX file through 3DXchange for use in other 3D tools.
3. Go back to iClone, select the animated object and execute File >> Export Alembic.
4. In the coming panel, activate the World Space box.
5. Click the Export button to save the clip-based data of the character with the path keys into an Alembic file.
Note:
7. Load the Alembic file into any other 3D tool (in this case, Maya) and apply a material to it.
Note:
If this box is not activated, then you have to manually re-locate the object before rendering the entire project in the
3D tool.
The original object's motion in iClone The Alembic file with clip-based data only, The Alembic file with both the clip-
(Motion clip combined with path keys). rendered in other 3D tool. based and key-switch-based data,
rendered in other 3D tool.
1. Create a motion of a character with transformation data (in this case, path keys).
The original object's motion in iClone (Motion clip The two types of data in theTimeline
combined with path keys). (motion clip and path keys).
2. Select the character and execute File >> Export Alembic.
3. In the coming panel, activate the World Space box.
4. Click the Export button to save the clip-based data of the character with the path keys into an Alembic file.
Note:
iClone 7 User Manual - 1116
If this box is not activated, then only the clip-based data will be included within the Alembic file.
5. Load the Alembic file into any other 3D tool (in this case, Maya).
The object and its textures are exported into OBJ and PNG files.
3. Right-click in the Media tab again and execute the Import 3D Model Animation... command, and load the Alembic
file.
You will see a auto-generated tab of the object's name. Switch to this tab.
5. Drag and drop the imported Alembic item into the sub-node, Animation, under the item you have added in the pre-
vious step.
2. Select the object and execute the File >> Export Alembic... command.
3. According to your needs, choose one of the three radio buttons in the Export Range group.
The object and its materials are exported into FBX file.
4. Delete the model, meshes, bones, or handles in the Outliner panel because you will not need them any longer.
However, make sure that the material balls are left within the HyperShade panel untouched.
6. Drag and drop the material balls with the middle-mouse button from the HyperShade panel onto its corresponding
meshes of the model.
Repeat this step until all materials are correctly assigned onto the object.
Exporting Alembic, Textures and Material-to-Mesh Mapping Table Files from iClone
1. Create an object with animation (in this case, a flying kite).
2. Select the object and execute the File >> Export Alembic... command.
3. According to your needs, choose one of the three radio buttons in the Export Range group.
Make sure you also activate the Export Texture box to export all the textures you need.
Note:
The .ini file describes the mesh-material-mapping statuses and the relationships for material and texture
images as shown below:
Note:
For developers with the plug-in design capabilities, the .ini file provides the Materials-to-Mesh Mapping Table,
allowing them to reduce a 50-step assigning process into a simple, one-click Alembic material assignment.
4. Click OK to re-create the object with its animation in your 3D tool.
Software Version
The versions for exporting Alembic file are listed below:
Reallusion Products
l iClone: Pro 6.5 or above.
l 3DXchange: Pipeline 6.5 or above.
Compatible Main 3D Tools for Alembic
l Maya: 2012 or above.
l 3DS Max: 2016 or above.
l HitFilm: Pro 4 or above.
l LightWave 3D: 11.6 or above.
l Octane REnder: 1.5 or above.
Note:
Please refer to the Alembic (Wikipedia page) for more information.
Exportable Contents
Licenses for Exporting iClone Contents
l Character: iContent License.
l Motion: iContent License.
l Props, Accessories: Export License.
2. Click the Edit in 3DXchange button in the Modify >> Edit tab >> 3DXchange section.
l In iClone, the human motions can be applied to any standard and non-standard character; it is because they are con-
structed with identical bone structure.
l This characteristic allows you to search the abundant motion templates from library to quickly create ideal motions
for the characters.
l The character's sizes and proportions can be very different from character to character; however, iClone applies Real-
Time Motion Retargetting technique, which makes the characters of different size can be applied with same
motions, while the motions still be performed with rational results.
Click the Render button on the Project toolbar to access the Render panel.
l Format Section: In this section, you may choose the image, video and audio quality output.
Media Types l Video: Output AVI/WMV/MP4(H.264)/WAV files.
l Image: Output BMP/JPG/TGA(32-bit)/PNG(32-bit) files.
l Utilize the Format drop-down list to decide the format of the exported media.
l Drag the Video and/or Audio sliders to set the quality of the exported media.
l Use the Quality slider to adjust JPG quality.
l Export as Alpha Video in AVI (HD format included), WMV, Mp4 (H.264) or WAV.
l Determine if you want to export the Image sequence or just one image. You may press F10 to preview the out-
put image of the current frame.
Note:
l If you want to further edit the exported video with an external video editor, then please choose AVI
RAW data for lossless post production; this maintains color fidelity for high quality production.
l If you want to export into a WMV file format, then you will need to first download and install the
WMVEncoder9 from the Microsoft website.
l Output Size Section: Specify the resolution for the output frame. Please refer to the General Output Settings section
for more information.
l 3D Stereo Section: Export your project as 3D stereo media. Please refer to the Exporting Stereo Vision Media section
for more information.
l Render Quality Section: Please refer to the General Output Settings section for more information.
l Output Range Section: Please refer to the General Output Settings section for more information.
You can define the size of the exported image in the Output Size section. To define output size, You may select either a
standard size from the Frame Size drop-down list or define a custom size by entering the height and width, in pixels, in the
Output Size boxes.
Please note that if you activate the Lock Ratio box, you can only adjust the width of the project while the height is updated
automatically in current ration.
The render quality can be set to Preview or Final Render using the radio buttons. You may enable the Super Sampling
and/or High Quality Shadow boxes to enhance the quality of the exported media.
You can either export the entire video, or a specific range of frames. Select the output range using the radio buttons in the Out-
put Range section.
l Choose the Range radio button if you only want to export a specific part of the project.
You may also drag the Mark in/Mark out controls beneath the play bar (the red triangles in the illustrator below) to
specify the range to be exported.
l Enter the desired frame rate, in frames per second, in the Frame Rate box.
However, after exporting the project, especially at 4K HD format, the effect in the exported media turns to:
Solution
By rendering with the view port solution, you can get exactly the same media as you see in the view port, including the special
effects listed above.
Simply select the Same as 3D view in the Frame Size drop-down list in the Render panel.
Note:
l The resolution or size of the output media is limited to the same as the one of the 3D view when this feature is
applied.
l The maximum size of the media you can get with this feature is up to the lower resolution between your
graphic card and display device.
Example:
Graphic Card Max Resolution Display Device Max Resolution Rendered Media Resolution
1280 x 1020 Ultra HD 1280 x 1020
2560 x 1600 640 x 480 640 x 480
Anaglyph (Red/Cyan)
The left and right images will be superimposed into one single image to be viewed with red/cyan glasses.
Side by Side
The left and right images will be exported, side by side, into one single frame.
Dual Stream
The left and right images will be exported into two files.
Note:
l If you want to output a 3D stereo media, then please refer to the Settings for Pop-out and Deep-in Effects section
for more information.
l The exported 3D file in Anaglyph format can be viewed with regular red/cyan glasses. The 3D files in other
formats (Side by Side, Above/Below, Dual Stream), must be viewed with specific prerequisites.
There are two primary factors to generate 3D stereo vision, Convergence and Parallax.
Convergence
The convergence is the angle formed by your eyes and the observed object. The higher the angle value is, the nearer the
observed object is to your eyes, and vice versa.
Please note that if the Convergence is higher then 6 degrees, then your eyes will feel uneasy as the object is too close. On
the contrary, if the value is too small, then the object will seem too far away, thus losing the 3D stereo effect.
Positive Parallax
When the target object offsets to the right in the left image, and offsets to the left in the right image, then your binocular focus
is led to fall behind the display. This phenomenon is called Positive Parallax.
To define the pop-out and deep-in effects in iClone, you only need to set the Convergence Distance value.
The default grid size is 100 cm x 100 cm. Therefore you may use the Top view of the camera to define the approximate Con-
vergence Distance.
If you set the convergence distance to the "A" 3D text, then the other objects will appear with a deep-in effect.
2. Switch to the frontal view and calculate the visible Width value (by counting the grid) where the target object is.
3. Use these two values to get a ratio. This ratio is unique for this project and will be later used in real world viewing.
400 : 350
4. Export the project as a 3D stereo media.
2. Then decide the approximate viewing distance away from the display device in accordance with the ratio. This is the
ideal distance position for viewing the best 3D sensation.
400 : 350 = 40 : 35
3. Viewers within this distance will experience a better 3D stereo effect while viewers outside of the distance will per-
ceive a weak 3D stereo effect.
To experience the best 3D viewing results in the real world, arrange your display device and your viewing location to the sim-
ilar ratio triangle in iClone.
2. Add a custom camera. By default, it will have the same settings as the preview camera.
3. In the Preview Window, switch the view to the Preview Camera.
4. Move the preview camera backwards to where you can see the Custom Camera.
8. Go to the Render panel, and select any of the Image or Video radio buttons.
9. Enable the 3D Stereo Vision Output box and choose the Anaglyph (Red/Cyan), Side by Side, Above/Below or
DualStream from the drop-down list.
10. Set the Convergence Distance to the number value measured in step 6.
No front and rear object (weak 3D effect) With rear object (3D depth increased) With front object (3D sensation
increased)
Camera Lens
The camera lens may increase or decrease the sensation of 3D stereo depth. Given a same project, a wide angle (low lens
value) may provide a more pronounced 3D stereo sensation than a long-take angle (high lens value) may. The higher the lens
value, the harder for your eyes to focus on the target object.
l Any 2D-based effects, such as 2D Backgrounds or Image Layers, may hinder the 3D sensation. It is recom-
mended that you avoid these effects in your 3D stereo projects.
l Please refer to the How to... page for more information about how to create an appropriate 3D stereo media.
In order to produce the sensation of depth, you must use two identical color filters (Red-Cyan glasses) to pass images sep-
arately to the left and right eyes. However, this method can result in color-loss issues due to the colored filters.
1. "Side by side", "Above / Below", or "DualStream" media (exported from iClone).
2. Specialized player (for creating alternating-frame sequencing or superimposed video).
3. Specialized display.
4. Filtering devices (for separately filtering images to the left and right eyes).
The interval time to playback the left and right images are rather short. The human brain takes the paired images and syn-
chronizes them together in order to generate the feeling of depth.
For more details about players, displays and filter devices, please refer to the Environment for Viewing 3D Stereo Media sec-
tion.
In order to overlap the paired frames, or images, and sense the depth of the media, you may employ your bare eyes with the
Parallel Viewing technique.
3. Then adjust your eyes so that the two actors, in the middle, overlap with each other. Eventually you will see the 3D
actor pop-out in front of you.
3. Visitors may use YouTube as a 3D player by selecting the media type in the drop-down list.
Note:
l If the 3D result is not correct, you may add "yt3d:swap=true" to fix the issue.
l If you choose any type other than two-color methods in step 3, then you must have specific display
devices to perceive the correct 3D stereo effect.
3. In the Render panel, scroll to the 3D Stereo section and disable the Enable Stereo Vision Output box.
4. Leave the other settings in default. For more information, please refer to the General Output Settings section.
5. Scroll to the Format section, choose Video and enable the Export alpha video only box.
2. Drag and drop the alpha video into Video 2 track. Disable the Toggle Track Output box to make the video invisible.
3. Drag and drop the main video to apply the alpha video into Video 3 track.
4. Optionally, you may adjust the size of the main video.
5. Drag and drop the Channel/Set Matte, in the Effect panel, onto the main video.
6. In the Effect Control panel, collapse the Set Matte effect and set the two settings as shown in the illustration below.
Assign Textures Dragging Textures to iClone pops up a menu for you to determine to generate specific
to Desired Objects (containing objects or the target channel of the object for loading the texture image.
Material Eight Material
Channels Channels) with Right
Mouse Button
Web:
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Address:
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2033 Gateway Place
Fifth Floor, San Jose
CA 95110