A lot of character models, particularly those used in video game engines, have facial animation driven exclusively by a simplified facial bone structure. In this tutorial, you’ll be introduced to Reallusion’s G5 Game Bone, a simplified version of the conventional G5 Facial Bone which is optimized for use with game engines. You’ll also learn how you can import these facial bone models into iClone to create fast and detailed facial animations using iClone’s versatile facial animation tools.
Many character models out there contain minimal or no facial bones, and their facial animation is driven exclusively by blend shapes created in software such as Maya or zBrush. These blend shapes are then blended together using animation software. In this tutorial, you’ll learn how you can import your model in FBX format along with all its blend shapes into iClone by first bringing it into 3DXchange 5.4 and assigning different blend shape values to different expressions. After that, you’ll be able to utilize tools such as iClone’s real-time facial puppeteering as well as lip-syncing and muscle-based motion key editing.
Characters with the best potential for facial animation performance often contain both facial bones as well as a variety of blend shapes. While the bone structure maintains the structure of the facial shape, the blend shapes compliment these movements by providing more subtle detail to the lips and other areas of the face. In this tutorial, you’ll learn how you can combine both facial bones and blend shapes to create more detailed animations, and how you can import these special types of characters into iClone. You’ll also see an example of how you can map a tongue as an extended bone for a floppy tongue effect.
Version 5.4 brings iClone into a new era of facial animation. With the powerful new features, it allows you to lip-sync, and animate facial motions for any character. Its improved motion editing capabilities will help you animate easier thanks to its new bone settings. You will also be able to apply spring effects to multiple extended bones for natural ear, hair or tail movements. The Motion Modify in the Timeline also gives way to a variety of possible motions.
3DXchange 5.4 allows you to facial-animate any type of character, from bone-based, morph-based to bone/morph hybrids. You may now define facial movements with the intuitive Expression Editor including Head, Eye, Jaw, Lip-sync, Muscle, and even customize your own! In version 5.4, extended bones can be designated into groups with different types of spring for all kinds of performance needs. Moreover, with the one-click DAZ character import, you can fine-tune facial animations as you wish!
Butterfly and fly swarms. Just drag into scene, position and press play to use. Each swarm can be scaled to adjust area of coverage and each insect can be edited if necessary.
Howdy partner! I reckon you’ll want to take a gander at this swell pack which contains all kinds of elements from which you can put together a scene from the Old West in 19th century America. Immerse yourself in the adventure and wild atmosphere of the Old West, and recreate anything from a watering hole to a bustling trade town. A wide selection of unique buildings and props allows you to create the perfect setting for your western tale full of cowboys and six-shooters. Dust off those cowboy boots and get to work!
The Old Western Town pack also includes a variety of unique buildings like a saloon, a bank, and a bar. Each building contains a variety of individual elements such as roofs, walls, signs, window, etc. so that you can assemble and custom design your unique style of town! In addition, most decorations and props contain separate sub-props, so users can move, rotate, show, or hide the related objects according to their filming needs.
To see more about this pack, please go to:
Impressive. Very impressive.
A scene from my pet project.
I have to admit it. Every time I get fed up with it, AnimaTechnica releases an animated epiphany that redeems iClone.
The crew of the explorer ship Sojourner tries to intercept an asteroid on a collision course with Earth
Richard Myrie, Damien Valentine, Joseph Kwong, Jakechief, Anim8tor Cathy
Jesse Pringle, AnimaTechnica
I applaud the technology and cooperation between DAZ and Reallusion in bringing the Genesis generation of characters to both platforms. This type of partnership should be a win-win situation for creators and tool developers. The two companies deserve thanks from those of us who work on both platforms. However, having said that, I must also state that these are two of the ugliest characters I have ever seen. Frighteningly ugly! Perhaps the demo was hurried? Poor lighting? Maybe I’m too sober? I have no idea, but I actually gasped when I first saw them. Is “gaspingly ugly” even a term? Wow…
Complete your iClone and DAZ Production Pipeline
iClone users get the best of both worlds with dual-format sources straight from DAZ and iClone content. All DAZ content provided in these packs are 100% original assets with highly-detailed textures and maps that have been tested for use with iClone. Users will enjoy the benefits of both formats for if they wish to further edit Genesis Characters back in DAZ, or if they prefer to instantly start using this content with iClone’s powerful animating arsenal.
Genesis Anime Starter Bundle includes:
- Genesis Characters with Morphs
- 2 Characters Aiko and Hiro
- 1 Hair Base (Pure Hair Bubblegum)
- 5 Hairstyles
- 3 Large Weapons
- 1 Neo Stop
The Avatar Toolkit allows you to both create a super quick animation based on template expressions, or go into detail by separately animating each facial feature. In this tutorial, you’ll learn one of the fastest and easiest ways to create an exceptional animation by combining lip syncing, avatar component puppet, and direct body puppet. You’ll also pick up some tips on how to customize your monster’s lip sync so you can take full advantage of their morph-based facial animation support.