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 - creating a chain action


There are times you may need a fluid chain action or possibly chains lining a wall or walkway and you'd like them to sway down naturally. We'll be using primitives for this quick and easy way to create a chain.

  1. 1. Open a new blank project and select the Set tab then click on the Props button.

  2. 2. Load the Box_001 prop from the 3D Blocks folder into the workspace.

  3. 3. With the Box_001 prop selected, click on the top center icon, in the right side menu, to reset the pivot point to the top center and set its attributes as follows:

    Move: X= 0, Y=0, Z=0

    Rotate: X= 0, Y=0, Z=0

    Scale: X=25, Y=25, Z=80

    The following image shows the Top Middle pivot icon, which when clicked resets the pivot.

  4. 4. With the Box_001 prop selected, click the Reset Transform button located in the Transform section on the right side menu.

    The following image displays the Reset Transform button for the box prop which resets the scale to 100 percent:

  5. 5. Open the Multi-Duplicate dialog by clicking the button on the top toolbar or using the Shift + D shortcut and use the following settings:

    Duplicate:8

    Move: X=0, Y=0, Z=183

    Rotate: X=0, Y=0, Z=0

    Scale: X=100, Y=100, Z=100

    The following image shows the newly created chain of boxes with the Multi-Duplicate dialog:

  6. 6. Select all of the boxes and open the Physics Object Settings dialog by clicking the button on the top toolbar or using the Shift + F9 shortcut.

  7. 7. Click the Active Physics checkbox and set the state to Dynamic.

  8. 8. Set the Bound Type to Capsule with the Z axis.

  9. 9. Click on the first box at the top of the chain and set its state to Kinematic as it is our anchor object.

  10. 10. Use Shift + Alt + R to bring up the additional physics dialog as shown in the following image. Your dialog may look different as this was in beta testing at the time.

  11. 11. Click on the Rigid Body button in the top middle of the dialog.

  12. 12. Make sure the Active checkbox is checked.

  13. 13. With all the boxes selected, choose Point To Point as the type of constraint. Input the following attributes:

    Rotate X: Min: -30, Max: 30

    Rotate Y: Min: -30, Max: 30

    Rotate Z: Min: 0, Max: 0

    Note

    What is a constraint?

    A simplified way to view it would be that a constraint holds (limits) or, otherwise, binds one object to another upon one or more of the axes. These constraints can be further constrained (limited) on each individual axis. If we need an object to move within a certain axis or limit the amount of movement on all axes we constrain it.

  14. 14. Select the bottom box and click the Pick Target button in the dialog then select the box directly above it.

  15. 15. Select the second box from the bottom and with the Pick Target button select the box directly above it.

  16. 16. Repeat this process until each box is constrained to the box above it, all the way to the second from top box. The top box has no object to be constrained to.

  17. 17. Save the project.

  18. 18. Move the time scrubber down to around frame 50.

  19. 19. Select the top block and move it a short distance to the right of the screen.

    Note

    Only the top block will move until the simulation is started. Do not be alarmed by this as it is normal behaviour.

  20. 20. Make sure the Rigid Body Simulation button is on, located on the top toolbar.

  21. 21. Move the time scrubber back to the start and run the simulation.

What just happened?

We used several box dummies to simulate a chain, which can be used to attach props to including links from to form an actual chain! We reset the pivot point to top center initially so that all of the boxes move cleanly on their restraints. The bounding mesh capsules allow for more movement between boxes with the rounded corners.

Point To Point constraints also allow for more movement as a hinge constraint will only allow one axis to move. If you want some twist in the chain, then add some parameters to the Z axis of the constraints, which were set at zero for our example.

The most tedious part of the process was actually picking each individual box constraint, which was the box directly above it, in the order that we worked. It would have worked if we had started top down also.

Note

Horizontal chains

While writing this appendix, stuckon3d, an advanced 3D artist in his own right with television and movie experience, authored a chain tutorial for the beta testers and it was much like the one in this book, except that he reminded us that you can turn the chain horizontal and set the first and last boxes as kinematic to produce a hanging chain that sags when the simulation is run! Look for stuckon3d in the Reallusion forum.

The following image shows our chain with the animation removed, rotated, the first and last boxes set to kinematic and re-simulated:

Note

Applying physics to props that have been scaled, instead of resized, can produce unexpected results. Since, you can only rescale in iClone the Reset Transform button has been provided to reset the scale to 100 percent after rescaling an object, eliminating or reducing problems when working with physics.

Colliding with characters

An earlier action section prepared us for using characters for collision. At the time of writing, there was no collision detection built into the avatars, but Reallusion and several other developers including this author are working on characters with built-in collision mesh. Until fully developed physics enabled characters are released, we must rely on this technique of attaching dummies to characters for collision with items such as a car or a wall.

Attaching dummies

Using building block primitives for dummies will be standard practice when setting up the scene with characters. These dummies need to be low poly so they do not add to the overhead of the scene, which is why it is recommended to use the props provided in iClone.