

Then export your character, and motions as an FBX using the Target Tool Preset templates: You can choose to export using the 3DX Max preset inside. (convert your character to a non-standard iClone character.)ģ) Import your new converted character into iClone and start animating with the mocap plug-in.Ĥ) Once you are done animating - send your character and your new motions back to 3DXchange5.

Inside 3DXchange you will be able to automatically characterize your avatar's rig to make it compatible with iClone. YES! You absolutely can, and the process is fairly simple >ġ) You grab your character and export it as an FBX from 3DS Max, or from any 3D tool.Ģ) Then you import your character's FBX file into 3DXchange5 PRO or Pipeline versions.

Now you don't necessarily have to follow every tutorial as some users may only need certain steps, while others may need the entire list. The list here is tentative and it guides you from - the basics of iClone, to character customization, to facial body animation, mocap animation, motion refinement, and final packaging prior to exporting to Unity. This will allow any user to pick up from their particular level or interest with iClone and then work their way up. We will start by posting some of the introductory iClone tutorials and gradually move to more advanced ones. Since we have had several requests from users who are new to iClone, then we have decided to start with the very basics of the iClone Animation Pipeline.
