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Iclone 4 custom character
Iclone 4 custom character













With the rig finished, export to FBX (uncheck Add Leaf Bones), then import into Character Creator 4. STEP 2: Auto Import Meta-Rigged Character to Character Creator 4 Using Blender’s pose functions can allow you to see which aspects of your character need to be touched up. Character Creator does have a system that allows you to edit weight maps, though it’s not as robust as Blender’s. You’ll want to thoroughly test your weight maps before the next stage. The trickiest parts tend to be the jaw for me-although getting bulkier clothing to deform properly can be problematic as well.

Iclone 4 custom character

Weight mapping will almost always require adjusting. Once the bones are aligned, select all the meshes and bind them to the armature. These names will be used in a script within Character Creator that will automatically identify the MetaRig setup. While your face setup can be different, try to keep the rest of the bones consistent with the Human Meta-Rig. Your setup doesn’t have to follow this precisely, although you’ll probably want at least a jaw bone, as well as bones for the eyes. I add a bone for the jaw, three bones for the tongue, and I give the top and bottom teeth a bone each. Technically you can leave them, or apply weight maps to assist in the facial setup process in Character Creator 4, but my preferred method is to leverage morphs. I deleted most of the facial bones, as morphs will control much of the expression system. It can be difficult to align bones in threedimensional space, so I turn on the Snap > Volume > Center option for some bones, especially the fingers. After adding the Meta-Rig, I scale it down and align the bones to the model as best I can. Also, keeping the body separate from the hair, eyes, teeth, and accessories also helps to apply a degree of symmetry when doing facial expression editing.įor rigging, I use the Human Meta-Rig located in the Armature section under Add. This may not be necessary for you, but it helps me in the weight mapping process. I’m going to start by opening a Blender file that I previously set up by separating the mesh into sections. INTRO: Select a 3D character model of your choiceįor this demonstration I’m going to be using a model purchased from the 3D artist, Makar Malicki, whose assets can be seen on Artstation.

Iclone 4 custom character

In this video, I’m going to demonstrate how to take a ready-made 3D character model, rig it in Blender, and import it into Character Creator 4 (CC4) to make it compatible with Reallusion’s 3D facial animation standards. Greetings, My name is Peter Alexander, I’m a 3D Generalist and Character Artist who specializes in Reallusion-related workflows.















Iclone 4 custom character