
Given joint parameters, the position and orientation of the chain's end, e.g. Wikipedia describes IK/FK with the following passage: In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a given position and orientation relative to the start of the chain. You can also use a rigging system of your choice. Animate with the provided HumanIK system.Motion Creation and Precautions Control Rig Introduction
#Reallusion iclone workflow windows#
If the imported character is laying flat on the floor then change Settings > World Coordinate System to Y under Windows > Settings/Preferences > Preferences.Ģ) Too prevent us from moving the skeleton, we'll need to set the Display status to Template inside the Layer settings.
Character.iAvatar: iAvatar character that can be used with iClone.ġ) Inside Maya, perform Menu > Open Scene and select the provided Ready to animate.mb file. mapping data.3dxProfile: 3DXchange mapping data for Maya exported motion FBX. Ready to animate.mb: ready-to-use 2020 MB (Maya Binary) file for adjusting motion. We provide some preconfigured files to help you bring Maya animations into iClone. Check if the motion is consistent with the animation in Maya. Open the same character in iClone 7 and apply the saved RLMotion. Bring the character into 3DXchange, re-target it to a Non-Standard character, and save as RLMotion. Bake the motion onto the skeleton and export the character in FBX. Use the preexisting skeleton to adjust the motion.
Export an iAvatar from iClone 7 with the Maya preset. Don't alter the skeleton proportions, e.g. Make sure the FPS (frames per second) is set to 60. Introduction Important Precautions and Settings 4.3 Checking Animation Consistency in iClone.