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Последний раз редактировалось shapoval; 15.01.2014 в 21:41.
Причина: Reup
Эти 26 пользователей(ля) поблагодарили Доктор ВОВАН за это полезное сообщение:
Different types of Facial Rigs can be imported into 3DXchange:
Added: Supports all types of facial rig designs such as Morph-based, Bone-based, and Bone & Morph Hybrid.
Added: Designate the Facial/Extend Bones of the character and give it a correct hierarchy grouping.
Added: Map facial bones to the left, and right eyes, and the jaw to start defining the facial animation.
Added: Extended bones under the body and head nodes can be edited with IK animation in iClone (such as ears and tails), or applied with spring effects in 3DXchange.
Expression Editor:
Added: Expression Editor for overall facial animation mapping, Head, Eye rotation, Jaw bone movement, muscle for facial puppeteer, and viseme for audio lip-sync. Users can transform facial bones and modify the morph effects with sliders to define expressions.
If you need to modify your source file in other 3D tools; then you can use save/ load Facial Animation Profiles to save your work time.
Auto-convert to non-standard (talking) characters:
Added: Support for the following two character systems; user can save lots of time on the bone/expression mapping procedure.
- DAZ Genesis Characters
- iClone Game Bone Character
Spring Edit Mode:
Added: Provides spring on/off option, and being able to assign Spring types (rotate / translate), and adjust the Hard or Soft levels. Users no longer need to script the spring settings in the text editor.
Added: Define Spring Group List as the entry for multi-track Timeline editing in iClone.
Others:
Added: Fixed bone twist issues users encountered when importing some custom 3D characters. After characterization there is a 17.5 degree upper arm bone rotation. We added the "Absolute Roll Extraction" option for bone rotation share, for users to solve this problem. User can turn it on/off according to needs.
Added: Users can Add/ Delete/ Export/ Replace the morph data via the Face Setup/ Morph List.
Added: Fixed the motion posture in the Motion Modifier, and provided several sliders/modes for adjustment.
Fixed: Crash when users converted a terrain to props, and exported props to OBJ.
Fixed: Crash when replacing an OBJ that does not have UV data.
Fixed: "Export Selected Only" option does not work in File / Export OBJ.
Fixed: When loading an OBJ or FBX file containing normal maps, 3DX (3DXchange) wrongly displayed it as bump maps not showing the correct normal results.
Fixed: When loading OBJ, FBX with normal maps in PNG format, 3DX compressed it into JPEG format. This compression caused significant noise on normal map display. In v5.4 we keep the original PNG format to retain the 100% visual quality, while users can benefit from the smaller PNG data size comparedto TGA or BMP formats.
Enhanced: User can get simplified motion data for BVH, FBX export by using the preview avatar with simplified bone structure. You can access it from Preference/Preview Avatar - "02.G5 MotionBone.iAvatar".
Enhanced: We have removed redundant AutoMesh nodes when exporting BVH or FBX motion files. Added: When activating spring, sometimes the bones would get deformed or move to a far-away location, this is because the content has redundant pivot nodes either generated by iClone, or ones remaining from animation data resulting from other 3D modeling tools. You can fix this kind of problem by using Singularize Pivots in Modify / Transform / Align.
Singularize Pivots work as follows:
- Delete the pivots nodes generated from iClone / Edit Pivot.
- Reset animation data according to its present posture or state.
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Последний раз редактировалось shapoval; 15.03.2013 в 15:24.
Эти 13 пользователей(ля) поблагодарили shapoval за это полезное сообщение:
Added: Full Facial Animation for Non-standard Characters that have already had facial mapping done in 3DXchaneg5.4; facial animation for Non-Standard Characters including:
- Lip-sync
- Facial Puppet
- Face Key Editing
- Auto-Blink
- Look-at function
Added: Allow users to set ON/OFF key for spring effects in the Timeline, including Character and Props.
Added: Separate spring effect settings with different spring groups (User may use 3DXchange5.4 to define group).
Added: Added Viseme Strength slider for adjusting entire lip clips in the Timeline.
Added: Motion Modify function to Increase Motion Varieties & Posture.
Added: Bone display for skin-bone props/accessories and character during Motion Layer editing.
Added: Provided Bone Preview Settings, which allow users to adjust bone sizes, colors and opacity.
Added: Allow skin-bone props/accessories to edit Animation Layer including FK / IK editing.
Enhanced: Provided more auto-blink types (ex: Speechless, Charming, Child…)
Enhanced: Updated G5 character Chuck & Gwynn with better lip-syncs, and add-on tongue.
Enhanced: Allow Expand / Collapse for all bone structure trees inside Edit Motion Layer. Also provide a quick way to show / hide hierarchy trees by pressing Ctrl + plus mouse click on sub tree.
Enhanced: Once the timeline “Object Related Track” is pressed, clicking the timeline track will automatically stop the mode to prevent the editing view from being cleared by clicking on other tracks.
Enhanced: Auto select current object in the Timeline track when “Object Related Track” is affected. User may press Ctrl + plus clicking object to add track into Timeline.
Enhanced: Added Close button on timeline main track for easy operation.
Enhanced: Allow extended bone editing for Non-standard characters (ex: Cat’s ears and tail); user may use 3DXchange5.4 for extended bone definition. . Fixed: Corrected left/right naming from user’s view to character’s view inside Puppeteering Panel.
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Последний раз редактировалось shapoval; 15.03.2013 в 15:23.
Эти 13 пользователей(ля) поблагодарили shapoval за это полезное сообщение:
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