Book Image

iClone 4.31 3D Animation Beginner's Guide

By : Mike D McCallum
Book Image

iClone 4.31 3D Animation Beginner's Guide

By: Mike D McCallum

Overview of this book

Reallusion’s iClone is an animated movie making application that allows hobbyists, machinimators, home-based animators, and professionals to visualize their story or an idea by seeing it in action. Years ago, creating animations and single images would require a team of trained artists to accomplish. Now, iClone real time rending engine empowers its users to instantly view what is loaded into the 3D workspace or preview it as an animation, if you have the precise instructions.The iClone 3D Animation Beginner’s Guide will walk you through the building and animating of a complete scene and several one-off projects. First we create a scene with sky, terrain , water, props and other assets. Then add two characters and manipulate their features and animate their movement. We will also use particles to create the effect of a realistic torch and animate cameras to give different views to the scene. Finally we will see how to quickly import images to enhance the scene with a mountain, barn, and water tank. It will cover some fun stuff such as playing with props, characters, and other scene assets. It will also demonstrate some advanced topics such as screen resolution, formats and codecs but mostly it will deal with doing hands on animation with precise instructions.Starting with a blank project using stock and downloadable assets you will learn to lay out and animate a scene and export that scene to both a single image and a movie. The main project will demonstrate many common and undocumented techniques, while each project introduces and examines tools and techniques for successful and fun animation of ideas or scripts.Each project of the book including the main project is designed to cover the aspects of 3D animation in a manner which anyone with basic computer skills can follow. You will discover the importance of lighting a scene including daytime scenes. The concept of the timeline and key frames will be covered in detail and other topics such as rendering (exporting), character modification and prop placement all have their own sections with step by step instructions followed by an explanation of what just happened. Good animation habits and project basics are stressed throughout the book interspersed with time saving tips and techniques gained from years of experience with iClone.When you have finished The iClone 3D Animation Beginner’s Guide you will have a solid foundation in the basics of iClone by having animated a scene with multiple characters and props that involves dialog and interaction with other characters. You will have the knowledge to create new animation projects to hone your skills, tell your story, educate students or sell your product.
Table of Contents (21 chapters)
iClone 4.31 3D Animation
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface

Time for action - dropping the ball


Our first action section will be a very simple demonstration of gravity:

  1. 1. Open a new blank scene, select the Set tab and click on the Props button.

  2. 2. Double-click on Ball_001 from the 3D Blocks folder in the Content Manager on the left side menu.

  3. 3. With Ball_001 selected, enter 100 in the Z axis input box of the Move area in the Transform section on the right side menu.

  4. 4. Click the Physics Setting icon (Shift + F9) in the top toolbar. The following image shows the physics section of the top toolbar:

  5. 5. With Ball_001 selected, click on the Active Physics checkbox to turn on the physics for the ball prop.

  6. 6. Click the Realtime button on the bottom of the playback area to change to By Frames mode, which will simulate physics more accurately than realtime.

    The following image shows the Realtime button on the bottom toolbar of the workspace, when selected, it will turn to By Frames mode:

  7. 7. Time to play our simulation. Click on the play button and watch the ball drop.

  8. 8. Select the Set tab, click on the Props button and double-click on the Infinite Plane prop in the Physics folder within the Content Manager on the left side menu.

  9. 9. Return the time scrubber to the beginning, if you didn't do so before you added the infinite plane.

  10. 10. Press the play button and watch the change as the ball stops and slightly bounces onto the infinite plane we just added.

  11. 11. Return the time scrubber to the first frame.

  12. 12. With the Ball_001 prop selected, change the Elasticity to 100. Change the Bound Type to Self Mesh.

  13. 13. Play the simulation again. Save the project.

What just happened?

We added a very simple primitive sphere, which was then raised on the Z axis, 100 units above the ground plane. We opened the physics setting panel and clicked active physics to turn on the physics properties of the ball prop, which will be included in the simulation. We also made sure that the rigid body simulation was active.

After the initial test, we needed to stop the ball from falling through the floor so we added an infinite plane from the physics prop folder. A subsequent playing of the simulation now shows the ball stopping and slightly bouncing on the infinite plane.

We then changed the elasticity to make it bounce more and the bound type to self mesh so it reacts like a ball instead of the default box bounding type.

Note

Available physics props

Reallusion has provided several physics enabled props in the physics prop folder that have properties you can save and load into other objects for future use.

Have a go hero - setting up the physics

Save our project first, then experiment with the different settings available from the Physics Object Settings pop-up menu. Observe the behavior of each available setting.

Place a second prop underneath the first one, add the physics, and view the results. Move the second prop around and try again. Change the ball to a soft body by clicking on the Soft Body tab.

As you can see when we need a character to drop something all we have to do is use physics to animate the drop of the object. Changing mass and other settings will have a combined impact on the object.