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Welcome to iClone tutorial for importing Maya template into iClone. In this lesson you will need 3DXchange, iClone and the newest FBX lugin a!aila"le for Maya. #he following image illustrates the pipeline of how to import Maya Characters into iClone.
Step-by-Step
In this tutorial we will guide you through the process of how to modify the e'isting (3 Character model and import it to iClone. )fter you are done with this tutorial, you will "e familiar with the following concepts* Character Ma&eup and Construction Import Character FBX #emplates %cale and fit the $+ Bone %ystem to your character meshes reparation for Model ,diting o o %a!ing %&in Weight Delete $igging and %&inning Information Model )dditional Mesh for the Character Com"ine )dditional Meshes into -ne iece Import the re!ious Weighting Map )d.ust Weighting of the /ew Meshes
Character #e'turing for iClone ,'port the Character from Maya Con!ert from 3DXchange to iClone
Characters are handled in a specific way in iClone. %o "efore we "uild any characters for iClone, there are some concepts we need to discuss in order for the process to progress smoothly.
-n the iClone (3 character, you will find 1 interchangea"le "ody parts. -f those parts, only 0 can "e created from scratch or edited from an e'isting model. #he "asic "ody parts are* Face* #he face is the only part you don2t e'plicitly model. #his o".ect is handled differently as will "e discussed in the 3)"out the 4ead %ection3. 4ands* #he hand parts are separate from the upper lim"s to allow for interchangea"ility. 5pper "ody* #he upper "ody contains the torso and arms. +ower "ody* #he +ower "ody contains the waist, upper and lower legs. %hoes* #he shoes are separate from the lower "ody to allow for interchangea"ility. o Concept 02: #he !erte' and edge "order rules* $ule 67* #here must "e a specific num"er of !ertices and edges that ma&e up the "order "etween any two "ody parts. For e'ample, where the nec& attaches to the 85pper9 "ody, there must "e a specific num"er of !ertices on
the "ottom "order of the nec&, and top of the torso where the nec& attaches.
$ule 6:* #he !ertices from each section must "e a"le to connect to each other. #his is fairly simple; <ust ma&e sure that the !ertices from "oth pieces of geometry align together. It2s -= to mo!e the !ertices to accomplish this. <ust ma&e sure there are e>ual num"ers of !ertices on each section. #o a!oid any gap "etween the connection "order line, you may use the snap !ertices tool to align the !ertices closely together. For e'ample* connect05 !pper andconnect05 Hands"
Correctly #ligned
$ule 63* #he !ertices must ha!e appropriately named selection sets. ,ach "order of !ertices is gi!en a specific selection set name at the su" o".ect le!el. For each "order line, it should ha!e two sets. ,g. the "order line for connect?7 should ha!e two selection sets, one is selected with the face mesh and the other one is with the upper "ody. #here should "e a total of 7: selection sets.
If you ha!e not yet see the selection set in the outliner, here are the steps to add %elect %et in Maya. #he "order !ertices must adhere to the !erte' and edge count re>uirements mentioned pre!iously. For each "ody parts we will set an indi!idual "ody connection set. 7. 4ighlight the face and select the nec& line !ertices. :. (o to Create @ Sets @ &uick Select Set and enter the name* connect01 'ace.
3. /otice an additional connect01 'ace is added in -utliner. 4. Do the same for connect01 !pper( "ut this time select the nec&
!ertices with the upper "ody selected.
5. %elect the !ertices along the "ottom "order of the 5pper Body in the
waist area. /ame it connect20 !pper. 1. #hen select the !ertices of the lower "ody across the top Awaist areaB. /ame it connect20 )ower.
C. )nother connection set should also add to the an&le section. D. %elect the )*'+ #,-)* !ertices of the upper "ody and the shoe and name the select set for these !ertices connect0. )ower and connect0. Shoes.
E. For the /0%H+ #,-)* !ertices of the upper "ody and the shoe and name the select set for these !ertices connect01 )ower and connect01 Shoes.
7?. /ow, select the 4)/D%. %elect the "order !ertices of the )*'+ 2/0S+ of the upper "ody and hands, and name it connect05 !pper and connect05 Hands.
77. For the /0%H+ 2/0S+, select the "order !ertices of the 3upper3 "ody and name the select set connect03 !pper and connect03 Hands.
Before you proceed to the ne't step, please ma&e sure all the "order lines match to the num"er of !ertices for each "ody part. o Concept 0.: #he "one structure is different in iClone. Maya has its own "one system, so please do not change the naming and structure of the $+ "ones.
:. +etGs first transform the (3 character into a muscular superhero "y scaling its $+ "ones.
Note: Fou may scale multiple "ody parts "y holding shift and selecting additional $+ "ones. ItGs useful when ad.usting left and right lim"s simultaneously at the same time to maintain symmetry. H. %elect the "ody parts you want to ad.ust "y clic&ing on the $+ "one. %cale the "ones to deform the mesh and e'aggerate the muscle "ulge.
Before
)fter
:. %elect a place to store the s&in maps and confirm the num"er of s&in maps to "e written.
3. #hen, use the merge tool to com"ine the !ertices of the two faces. H. #he o!erall shape has "een modeled. Fou may now refine the details of the model.
5. -nce you ha!e completed the right side, you may ;uplicate Special to the
other side. Inside the ;uplicate Special window, select 0nstance and then +ranslate to mirror the other side.
1. When you mo!e the !ertices on the left side armor the right side armor also mo!es. Fou can use the steps descri"ed a"o!e to ma&e any other mirror o".ects.
Model ;ress 6or your Character 7. )dd a olygon ipe and set to appropriate su"di!ision.
:. %ince e'trusion is really handy when modeling in Maya, I will use the e'trude tool to model my dress. 3. ,na"le the -eep 'aces +ogether for the "ac& side of the dress, this will &eep all the chosen faces together when you e'trude.
H. Disa"le the =eep Faces #ogether for the front part, this will ma&e the chosen faces separate slightly once they are e'truded.
you can ha!e : materials per o".ect. #his is how you te'ture s&in and clothes at the same time. Before you "egin te'turing, you will need mapping coordinates for your geometry. !< +e9ture Mapping is not co!ered in this tutorial "ecause this is considered a core s&ill to &now for this tutorial. ,a$ing /ule: When you modify a character for iClone, you should follow the naming rule for "oth the s&in and cloth. )s you can see in the illustration "elow, all the s&in te'tures include 3Skin3 in front of e!ery "ody part. For the cloth part, 3Skin3 has "een eliminated and only &eeps the "ody part names for iClone to identify.
Skin ,a$ing
Cloth ,a$ing
4ere are the steps for the lower "ody in more detail* ). Create a s&in material named 3%&in3, set the diffuse color white A:00, :00, :00B. 5sing your fa!orite imageJediting program, create a te'ture map that appro'imates what the s&in of your character would loo& li&e without clothes. It isn2t necessary to create all the details, .ust the details that will "e seen. $emem"er, a 7?'7? pi'el swatch from the s&in map is used for the s&in tone matching system. Be sure that this is present in the s&in te'ture map Aas well as the othersB. B. Create the Clothes Material named 3+ower3, set the diffuse color to white A:00, :00, :00B. )gain, using your fa!orite imageJediting program, create a te'ture map that represents the clothes your character will "e wearing. 4ere are e'amples of the Cloth map and the %&in Map used for the 3+ower3 "ody.
H. In the %pecular %hading section ad.ust the specularity for the "adge to a higher le!el.
Co$bine #dditional Meshes into >ne 7iece Before com"ining additional meshes into one piece, please remem"er that all the "ody parts are separate meshes, which di!ide the character into fi!e parts* Face, 4ands, 5pper, +ower and shoes. #hus, if you ha!e additional meshes for the upper "ody, you only need to select the new meshes of the upper "ody to com"ine. 7. With the upper torso and armors selected, clic& 3Co$bine3.
0$port the 7re8ious 2eighting Map )pplying the pre!iously sa!ed weight map is the stage where you need to use Maya2s "ind s&inning techni>ue to allow the $+ Bone system to s&in with the character mesh again. %elect all the "ones and "ody parts for importing weight maps. 7. (o to Skin @ *dit S$ooth Skin @ 0$port Skin 2eight Maps to apply.
:. %eeK My character can now mo!e after applying the pre!ious weighting map.
Note:
o -nly 3Face3 can "e s&inned to the 3<aw3 "one. %&inning "ody part models other than 3Face3 to t will cause a con!ersion error.
#d?ust 2eighting o6 the ,ew Meshes %ince not all the points are weighted to the desired points as we wish, with the Co$ponent *ditor, you can directly modify the !alues of indi!idual s&in point weights.
#he Co$ponent *ditor displays the component data for currently selected components in the wor&space.
3. Clic& on the S$ooth Skins ta". #he S$ooth Skins ta" lists all the weights assigned to a s&eletonGs .oint.
In the Co$ponent *ditor you can enter the weighting !alues of the points to define which "one they should "e weighted to.
,nsure that Selection Sets is selected for the connection "oundary to "e identified when the character is imported into iClone.
,na"le *$bed Media for the te'ture maps to "e em"edded with the character.
When you e'port the FBX file, please ma&e sure that you ha!e @ 5p )'is selected.
:. If you are satisfied with the character, you can then con!ert it into an iClone1 a!atar.
3. Import into iClone and apply motions to the character to see the result.