Archive Page 2

11
Feb
09

Digital Dagobah – Part 2 (Yoda) Advanced Character Customization in iClone3.2

Create Master Yoda from CloneCloth for Stout Man vol.1

Create Master Yoda from CloneCloth for Stout Man vol.1

Yoda, you seek Yoda iCloners and I commend your efforts. Today’s tip is not for iClone Patawans, this is for the true Jedi Cloners out there because it is Advanced Character Customization utilizing custom facial image application and texture editing, head morphing and feature adjustment with CloneCloth creation techniques using Diffuse and Opacity maps for one single character design. Combining all these aspects will allow you to create Master Yoda using the Moe,  CloneCloth for Stout Man vol.1 content pack from Reallusion. Editing textures for both the face of Master Yoda and the cloak will require that you have a relatively well versed knowledge of the Force…I mean, Photoshop…Photoshop or another external image editor. Why? Because, the face of Master Yoda requires that head morphing shapes work and fit properly with the custom facial texture, especially around Master Yoda’s trademark ears. Also, in order to manipulate the dual-layered 3D mesh of the Moe Overcoat CloneCloth avatar you will need the graphic skills necessary to create the proper character wardrobe to match the look from the movie itself. But not to worry, Darth Martin is here to help you along your path! Follow the steps below to create Master Yoda for your iClone Star Wars cast or watch the high-speed video build provided at the bottom of the post.

  • Load the Moe Overcoat avatar into the scene ( be sure you have the CloneCloth for Stout Man vol.1 content  installed first )
  • Click the Head tab from the top
  • Select the Load Image button to place a previously saved custom .JPG image of Master Yoda found here
  • Crop the Bounding Box
  • Choose Male from the Face-list menu
  • Click Next
  • Use the Rotate, Orbit and Scale tools to fit the Bounding Box
  • Click Next
  • Align the Feature Points to the Eyes, Nose and Mouth, use the Scale and Move tools greatly here to get a proper fit
  • Click OK to apply the changes and create a custom Master Yoda face
  • Name and Save the new head as Yoda
  • In the Modify Panel, under the Facial Feature portion of the menu select the Head option
  • From the different Head Morph options choose Devil
  • Adjust the Strength slider to edit the size and amount of morph that Master Yoda requires
  • Select the Mouth button to customize the teeth position
  • Use the Move values and the Height and Width sliders to properly fit the Mouth inside the head
  • Choose a Teeth Template to place a custom set of teeth in the avatar ( for this example I use the Sharp template )
  • Select the Eyes button to customize the characters Eyes
  • Choose an Eye Template to place a custom set of Eyes in the avatar ( for this example I use the Dark template )
  • Use the Scale values and the Narrow/Wide slider to re-size the eyes
  • Use the Move values to properly fit the Eyes inside the head
  • Select the Faces button
  • Edit each Facial Feature individually until you achieve the proper shape for Master Yoda’s head
  • Click the Actor tab from the top once again
  • Select the Skin button
  • In the Modify Panel, under the Material and Texture settings portion of the menu
  • Use the fly-out menu and select Face to activate the face texture channels
  • With the Diffuse Map selected for the Face, click the Launch button to open the image for editing in an external editor ( for this example I use Photoshop, but any image editor you are comfortable with )
  • Edit the Facial image paying close attention to the Ears ( for this example I use the Liquify and Clone Stamp tools to stretch the Ear textures and even out the skin problem areas )
  • Save Over the existing .JPG image
  • Return to iClone
  • Click the Update button to apply the edits to the Face texture ( it may take a few tries to get the Ear texture fitting just right with the Head Morphed shape of the mesh, so all you need to do is re-edit and re-save and repeat )
  • Select the Avatar button
  • In the Modify Panel, use the Adjust Proportion sliders for each part of the both you wish to scale ( for Master Yoda I suggest you adjust the Head, Neck, Shoulders, Biceps, Forearms, Upper and Lower Torso, Thighs, Feet, Hands and Fingers…pretty much everything! )
  • Click the Upper Body button to begin editing the CloneCloth template
  • In the Modify Panel, with the Diffuse Map selected for the Upper Body, click the Launch button to open the CloneCloth template for editing in an external editor ( again for this example I use Photoshop )
  • Open a previously saved custom .JPG image of Master Yoda’s Robe found here
  • Copy the image over to the CloneCloth template image, this will create it as its own layer on the template file
  • Create a custom CloneCloth design using the copied .JPG Yoda Robe image by Cutting, Copying and Pasting the Chest and the Arms as their own layers
  • Use Transform tools to fit the Chest and Arms to the template for the Front and Back
  • Merge all Layers then Save over the existing Upper Body .JPG image ( be sure you can step back in History to retrieve the Front and Back layer for later development of the Opacity Map )
  • Return to iClone
  • Click the Update button to apply the edits to the Upper Body texture ( it may take a few tries to get the Robe texture fitting just right with the UV CloneCloth Template, so all you need to do is re-edit and re-save and repeat until your pleased )
  • Return to your external image editor and make a selection of the Robe layer you created
  • Fill the entire selection with Solid White this is to make this area 100% visible when applied to the avatar
  • Invert your selection and fill the outside background area with Solid Black to make this area 100% invisible when applied to the avatar
  • Use a Solid Black Paint Brush tool to create frayed edges on the ends of the sleeves and the bottom of the cloak
  • Go to File - Save As
  • Save the file in the .JPG format
  • Name the file Yoda Robe OPACITY
  • Return to iClone
  • Select the Opacity Channel for the Upper Body
  • Click the Open button to import the new Yoda Robe OPACITY
  • Navigate to the file and double click to apply (notice the change to the hard edges of the CloneCloth mesh to a much softer look and feel )
  • Repeat the process for the Lower Body making it a Solid Brown texture to match the inside of the cloak
  • Click the Add button under the Scene Manager
  • Name the avatar Master Yoda

Advanced Character Customization in iClone3.2 covers a light-year in ground as far as the combined areas and features it takes to really get that perfect character match. Creating Master Yoda could not be as well done without the Devil head morphing option that was new to iClone version 3, or the Moe, CloneCloth for Stout Man vol. 1. As new features, functions and content becomes available to users, it opens new creative doors that allow artists to explore characters and creations that they may not have been able to before due to one small aspect or another. Body and Head modification make the Master Yoda avatar not only possible but completely believable to even the most hard-core of Star Wars fans, so use these features to their fullest potiental in relation to cool and ineresting characters and content as well. For more information regarding Character Sub Node Proportion Adjustment be sure to check out the Online Beta Index. Below you will find an accurate Machinima recreation of the famous “X-Wing emerges from the swamp” scene from Star Wars the Empire Strikes Back created in 9 hours, with the Advanced Character Creation of Master Yoda. Enjoy!

10
Feb
09

Digital Dagobah – Part 1 (Luke) Basic Character Customization in iClone3.2

Luke on Dagobah created with 2nd Ranger Sergeant

Luke on Dagobah created with 2nd Ranger Sergeant

Greetings iCloners, today’s tip is Basic Character Customization – Part 1 which is going to show users how to take the 2nd Ranger Sergeant avatar from the G.I. vs. Wehrmacht content pack and apply some simple customization techniques to turn that character into Luke Skywalker on Dagobah. Users will be instructed to carry out a basic face fitting with a custom photograph and then ask to edit the Upper, Lower, and Shoe textures to complete the transformation.  Advanced Character Customization will be covered in Part 2 of this tip showing users how to apply advanced techniques to create Master Yoda inside iClone. But first, we need a Luke on Dagobah for our iClone Star Wars project. If you review the scenes on Dagobah in Star Wars ( Empire Strikes Back ) you will notice that Luke’s outfit is very similar to the design of the 2nd Ranger Sergeant, this is typical George Lucas because ol’ George loved to “borrow” designs and concepts from old WWII footage. This carried over into everything from Tie Fighter battles to the costume design for certain aspects of characters. This is a prime example of one such design used to outfit Luke Skywalker during his Jedi training on Dagobah. Follow the steps below to take your G.I. vs. Wehrmacht 2nd Ranger Sergeant from soldier to Jedi by adding a custom facial image and a few body texture editing techniques.

  • Go to the Actor Tab
  • With the Avatar button and the Template tab selected locate the WWII folder ( G.I. vs. Wehrmacht content must be installed first )
  • Double Click the 2nd Ranger Sergeant avatar to place it in the scene for the purpose of becoming Luke on Dagobah
  • In the Scene Manager select the Helmet prop under the 2nd Ranger Sergeant
  • Strike Delete to remove the Helmet
  • Click the Head tab from the top
  • Select the Load Image button to place a previously saved custom .JPG image of actor Mark Hamil found here
  • Fit the Bounding Box
  • Choose Male from the Face-list menu
  • Click Next
  • Use the Rotate, Orbit and Scale tools to fit the Bounding Box
  • Click Next
  • Align the Feature Points to the Eyes, Nose and Mouth
  • Click OK to apply the changes and create a custom Luke Skywalker face
  • Click the Actor tab once again
  • Select the Hair button
  • Place a custom Hair Model on the avatar  from the Template folders, for this example I use the Emo hairstyle
  • In the Modify Panel, under the Adjust portion of the menu use Move and the Z Scale values to customize the shape and position of the Hair model
  • Under the Adjust Color portion of the menu, use the Brightness, Contrast and Saturation sliders to edit the Hair color
  • Click the Upper Body button to edit the Upper body texture
  • In the Modify Panel, under the Adjust Color portion of the menu, use the Brightness, Contrast and Saturation sliders to edit the  color of the 2nd Ranger Sergeant default upper texture to appear more like the film character
  • Click the Lower Body button to edit the Lower body texture
  • Under the Adjust Color portion of the menu, use the Brightness, Contrast and Saturation sliders to edit the  color of the 2nd Ranger Sergeant default lower texture to appear more like the film character
  • Click the Shoes button to edit the Shoe textures
  • Finally, in the Adjust Color portion of the menu, use the Brightness, Contrast and Saturation sliders to edit the  color of the 2nd Ranger Sergeant default Shoe textures to appear more like Luke on Dagobah
  • Save your new Luke Skywalker custom avatar by clicking Add in the Content Manager

Basic Character Customization in iClone3.2 can be as simple as adjusting the default parameters of a character and placing a custom facial image in order for a specific actor or look to be recognized. The trick is to really pay close attention to what content is available to you right now either in your own libraries or in the Reallusion content store and considering what matches there are for other productions you wish to film. In this case the G.I. vs. Wehrmacht and the Moe CloneCloth content packs allowed me to cast both Luke Skywalker and Master Yoda with a bit of both basic and advanced character customization techniques. In part 2 of this tip you will go on in your training to a more in-depth look at how to create the Master Yoda avatar with Head Morphing and texture editing techniques along side CloneCloth creation and application. Only true iClone Jedi need to attempt that real-time path to the force. Below you will find an accurate Machinima recreation of the famous “X-Wing emerges from the swamp” scene from Star Wars the Empire Strikes Back created in 9 hours, with the Basic Character Creation of Luke Skywalker. Enjoy!

05
Feb
09

Warlord’s – The Sniper. A new Machinima War-time classic made with iClone3.2

The Sniper by M D McCallum

The Sniper by M D McCallum

The Sniper is a new Machinima film by M D McCallum that was produced with both iClone and video game output proves to be a real 5 star film. A true Machinima mash-up movie with a deeply moving original storyline that has a masters touch to the animation. Featuring the wonderful works from the G.I. vs Wehrmacht, Medieval Village and Classic Horror Movies and other content packs. This is a spitfire example of an industry leading iCloner and some of his best work to date. Warlord is a long time member of the iClone community and someone I personally have watched grow into his real-time skin over the last couple of years and M. D. never seems to dissapoint where iClone is concerned. A founding member of www.iCloneRevolution.com and a long time CoolCloner has placed his sights and fired a shot true into the Machinima body with this film. To those out there who may have had some question before wither iClone IS or IS NOT Machinima, I say to you, take a look at The Sniper and witness the seamless mesh of video game footage with iClone output that Warlord displays in his latest piece. Look to iClone as your film-making stage and video game footage as almost “on-location” shoots and in the end you can create a mesh of Machinima that is visually stunning. That’s what I feel M.D. McCallum has accomplished with this movie and I recommend the 15 minute viewing time to all my readers. You won’t regret it. Great film. Enjoy!

04
Feb
09

Fire in the Hole! Link and Unlink 3D objects inside iClone3.2

Use Link and UNlink to throw anything in iClone

Use Link and UNlink to throw anything in iClone

Duck and Cover iCloners, because peace-time will have to wait with the G.I. vs. Wehrmacht content pack in your animation arsenal. It’s a fact that there are tons of cool assets that make this pack worth purchasing but after you do you still need to apply some basic techniques and tricks to really get the most from each and every piece of content from props to particles.  Today’s tip focuses on a simple war-time task, throwing a grenade using Link and Unlink functions. Wither it’s a ball or bouquet or bayonet you are throwing inside iClone the process remains the same, for this example my avatar is tossing a grenade into a trench to dispatch a couple of enemy privates. In order to pull this off you will need 3 basic assets, a character, a throwing motion, and a prop to sling. From the beginning of the animation you will Link the prop to the character, at the point in the motion animation where you wish to release the prop you will then Unlink the asset from the avatar, then animate the prop separately. A simple process that if all else fails is good to go through at least once to become familiar with the logistics of how to Link and Unlink properly. Follow the steps below to Link and Unlink a grenade on your own or watch the high-speed video example at the bottom of the post.

  • Load an Avatar into the scene
  • Animate the Character with a throwing motion of some type
  • Click the Set tab
  • Select the Props button
  • Select the Template tab
  • Locate and click the WWII folder ( you must have the G.I. vs Wehrmacht content installed but ANY prop will work )
  • Click the Weapons folder
  • Select the Others folder
  • Double Click the Grenade prop to load it into the scene
  • Right Click the Grenade to activate the shader menu
  • Choose Link – Link To
  • Click the Avatars Right Hand
  • Use the Move and Rotate Tools to properly position the Grenade exactly where you would like it
  • Scrub the Play-head forward to the point you want your character to release the Grenade prop
  • Move the Grenade slightly to create a Transform key-frame and then proceed to the next frame in the project
  • Click the Unlink button in the Modify Panel to release the Grenade from the character Link constrains
  • Scrub the Play-head forward to the point the Grenade prop would be half way through the toss
  • Use the Move and Rotate Tools to position the Grenade at the pinnacle of the throw
  • Scrub the Play-head forward to the point the Grenade prop would be landing or at the end of the toss
  • Use the Move and Rotate Tools to position the Grenade on the ground at the end of the arch
  • Click Start to return to the beginning of the project
  • Click Play to review the Link and Unlink object animation

To Link and Unlink 3D objects in iClone is to become familiar with one of the most fundemental functions you can where character and prop interaction is concerned. Wither it’s a War-time movie, or a Sci-Fi feature, or a Horror flick, or just a quick video blog that you have slated for your next production makes no difference. Chances are there will be some sort of character/prop interaction and you will know exactly how to handle it if you follow through with this process. To learn more regarding Link and Unlink options be sure to check out the Online Beta Index. Below you will find an example of how I use the Link and Unlink to blast some Germans out of their trench and of course followed by a overview on how you too can master Link and Unlink. Enjoy!

02
Feb
09

G.I. vs. Wehrmacht Blood Particles that will Blow Your Mind in iClone3.2

Particles so realistic your head will explode

Particles so realistic your head will explode

Ok iCloners, I admit it, I am addicted to the G.I. vs Wehrmacht content pack. There are just so many features and assets to choose from I can’t seem to get enough. And, maybe it’s too much Call of Duty, or watch Band of Brothers re-runs on the History Channel but I am really getting a thrill out of killing both Germans and G.I.s witch brings me to today’s tip, Blood Particles that will Blow Your Mind…literally! If you have been keeping up here at the blog you will already know some of the more recent render examples I have been including with the WWII tips have had some pretty gruesome short scenes, and the key to these gore shots are Blood Particles and knowing how and where to attach them to your victim and timing the emitter correctly with the motion animation. Don’t go blowing your brains out yet though, it’s no as complicated as it sounds, trust me. So here’s how it works, I am going to use the actual preset Blood Particles from the content pack but note that any particle can be attached and edited in this manner. In other words, if you don’t have the pack yet you can still execute this one…no pun intended. Follow the steps below to access, attach and edit a Blood Particle on your own or watch the high-speed video build provided at the bottom of the post, but be sure your over 17 for this one.

  • Load and Animate an avatar with some sort of “Death” or “Dying” motion
  • Click Play to review the animation and find the point you want to add a Blood Particle
  • Click the Start button from the bottom to return to the beginning of the project
  • Click the Set tab
  • Select the Particle button
  • Choose the Template tab ( note* you will need the G.I. vs. Wehrmacht full content pack installed to access the Blood Particle )
  • Locate the WWII folder
  • Double-click the Blood 01 Particle to add it to the scene
  • In the Modify Panel click the Pick Parent button from the menu
  • Select the Avatars Head or other body part you wish to attach the Blood 01 Particle to
  • Click Play to review the Blood Particles placement, it will not be directly positioned over the Head most likely
  • Select the Start button to return to the beginning of the project
  • In the Attach To: portion of the Modify Menu select the Attach To icon ( … )
  • Check ON Align Position to Parent in the Attach To Sub Menu
  • Click OK
  • To edit the direction of the angle of the spray to correspond with your bullet trajectory find the Rotate portion of the menu
  • Enter a Value into the Initial Angle field that will work for your angle ( for this example I use a Value of 270 )
  • Scroll down and in the Emitter Setting portion of the menu edit the Position Values if you need to fine tune to position further
  • Click Play to review the Blood Particles placement once again
  • Select the Start button to return to the beginning of the project and then in the Modify Panel under the Emit section select OFF
  • Drag the Play-head to enter the exact frame where you want the Blood Particle to begin
  • Select ON in the Emit section to set a frame telling the Blood Particle to become visibly active
  • Select the Start button to return to the beginning of the project
  • Click Play to review the Blood Particles Emit timing
  • Save your project

Blood Particles from the G.I. vs. Wehrmacht content pack are slightly graphic for maybe some younger iCloners but hey…War’s Hell! Right? So buy the pack and use them, a lot. To all of you gore fans out there these are also a stellar accompaniment to the Classic Horror Movies Content pack. Also, to you Pro-Cloners out there, who may not want to buy the pack, I challenge you to get a good look at the design and functionality of these  Blood Particles and create ones of your own that appear and react as well as these do. All-in-all these are some of my favorite particles ever produced by Reallusion and I will totally get milage out of them, but the best part is that there are quite a few more super handy particles that come with the pack that include Explosions, ParaTroopers, Gun Fire plus much more. Aside from the avatars, this particle pack is worth the price you pay alone, and attaching these Blood Particles to those avatars make for a killer combination. For more information regarding Linking and Attaching make sure you check out the Online Beta Index. Below you will find another R-rated example of this brutal Blood Particles in action and a breakdown of how to apply, attach, edit and emit a custom head-shot of your own. Enjoy!

31
Jan
09

Silhouettes in Seconds with iClone3.2

Silhouetted Soldiers shot in seconds

Silhouetted Soldiers shot in seconds

Good evening iCloners. Today’s tip is one I have been meaning to get around to because it was a”Reader Request” from one Martin Standard. Martin writes; “I wonder if you might one day make a tutorial that shows how to set up lights and a character in iClone 3 for silhouette/shadow puppetry? As well as “full 3D”, I think iClone 3 must have huge potential for shadow-puppet and silhouette/cut-out animation (a la ‘Jasper Morello’), although I’ve not yet seen it used for such work.

Well, Martin my good man, today is the day! This tip reveals how to create Silhouettes in Seconds in iClone3.2. You will be surprised at what an easy process this one is and how truly effective it will be for you in mere seconds after applying to simple lighting techniques. Here’s the trick and there is nothing to it, first create a scene you intend to produce Silhouettes inside of. Then by setting the only Directional Light in the scenes color to Solid Black, following by setting the Ambient Light color to Solid Black as well will turn everything in the project Solid Black. This creates the Silhouette or Shadow Puppet effect to all objects that are NOT Self Illuminated. In the render example I provide below I again showcase the G.I. vs. Wehrmacht content pack and you will see a Self Illuminated object ( Sky ) combined with Silhouettes for a dramatic shot, Self Illuminated objects and/or 2D Backgrounds can be helpful in the production of this effect in iClone, so keep that in mind. Follow the steps below to create Silhouettes in Seconds or watch the high-speed method video provided at the bottom of the post.

  • Create a scene containing an Avatar, Prop, Terrain and Sky ( include the Sky so that a default Self Illuminated Background object is present )
  • Accessorize and Animate your character for the sake of the composition of the shot ( most important for Shadow Puppets )
  • In the Scene Manager scroll down and locate Directional Light01
  • Click Directional Light01 to activate it in the scene
  • Select the Color swatch in the Modify Panel
  • Use the Slider to set a Solid Black from the Color Picker menu
  • Click Ok
  • Under the Ambient Light portion of the Modify Panel select the Color Swatch
  • Again use the Slider to set a Solid Black from the Color Picker menu for the Ambient Light ( this will create the Silhouette effect for all objects in the scene that are NOT Self Illuminated )
  • Click the Set tab
  • Select the Sky button
  • In the Modify Panel scroll down and locate the Self Illumination slider and adjust the settings if you like

Creating Silhouettes in seconds in iClone3.2 is a rather short process that yields results that go a long way. To further Martin’s ideal for this tip, Shadow Puppets like you are use to seeing people create with only teir hands can be accomplished by simply following these outlined steps and then placing a Custom Camera on the hands of the avatar and animating them using Motion Layers. For that scenario I would also use a 2D Background vs. a Sky or another Self Illuminated object. But do try and play around with adding Self Illumination to certain objects in your scene while using this method and you are sure to create some very interesting and dramatic lighting and Silhouette shots. For more information regarding Custom Lighting and Directional Lights be sure to check out the Online Beta Index. Below you will find a very classic example of a dramatic “War-time” shot where the Silhouette in seconds technique really makes then entire visual effect work in this render output along with the full method breakdown. You’ll see what I mean, now… Fall In Soldier! Enjoy!

31
Jan
09

Focus on the kill. Using Depth-Of-Field and Image Layers in iClone3.2

Take a deep breath and hold it, then squeeze the mouse!

Take a deep breath and hold it, then squeeze the mouse!

What up iCloners? Did you know you can create a convincing Sniper scenario in iClone using only the basic features and the new G.I. vs. Wehrmacht content pack? It’s easy to accomplish and a stunning to insert into your next War-time animation. Imagine this, you want to develop a first-person shot but don’t want your camera to position directly over the avatar itself. Using a combination of Depth-Of-Field and Image Layers can create this visual effect without all the hassle. Then, adding a small bit of zoom animation and effective Lens settings will both provide the desired shot and captivate your audience when utilizing this technique. In this tip I set up a 3 camera scenario, 1 covering my G.I. platoon, 1 covering my Wehrmacht sniper, and 1 that is specifically for advanced Depth-Of-Field and an Image Layer. This camera becomes what the audience will see as the sniper’s point of view, and being that calls for a perspective peering down a scope of a rifle aimed at an enemy target. Sounds complicated when you break it down like that but it is actually a surprisingly easy method to execute. Follow the steps below to create a Kill-shot using a combination of Depth-Of-Field and Image Layers or watch the high-speed video example provided at the bottom of the post.

  • Create a scene that you wish to place a “Kill shot” or Image Layer camera inside of
  • Click Play to review the animation in the scene
  • Click Pause and stop the project where you want to place the new camera
  • Drag the IN tab to the point where you want to place the new camera
  • Select the Preview Camera ( if it is not already on by default ) from the Shader menu on the top right of the view port
  • In the Modify Panel click the Add button to place a new camera into the project ( notice the new camera shot will become active )
  • Use the Zoom, Pan and Orbit tools to position the camera at the angle you wish to portray
  • Once you have your angle, in the Modify Panel locate the Lens section and choose 200MM or higher
  • Click the Image Layer button
  • For a “Kill shot” or sniper-type scenario I use the default Scope Image Layer, double click to activate it ( it is important that you are aware that applying an Image Layer will do so to all cameras in the project. I recommend you render out this camera by itself and use an outside video editor to compile your individual shots )
  • Check ON Depth Of Field in the Modify Panel and make sure Pixel Shader is active to view the D.O.F.
  • Move forward in time in your project or shot by scrubbing the Play-head
  • Again use Zoom, Pan and Orbit tools to position the camera, or follow a subject in the scene in this case
  • Click Pick Target under the Depth Of Field portion of the menu and Click the Subject in the view port
  • Move forward once again in time in your project or shot by scrubbing the Play-head
  • Use the Zoom and Pick Target features to create realistic “focus and zoom” first person camera effects
  • Move forward in time once more by scrubbing the Play-head to the point you wish the Image Layer shot to end
  • Drag the Out tab to this point
  • Click the Export tab
  • Select the Video button
  • Choose your video Format and Size
  • Select your Render Quality and Frame Rate
  • Click Export
  • Choose a Video Compressor and then click OK to render out a “Kill shot” ready for editing

Using Depth-Of-Field and Image Layers is a great idea for many different shots, but using them together to create shots that call for specific effects can be beautifully executed. A sniper scenario is the perfect example of this method and the G.I. vs. Wehrmacht pack is the perfect content to showcase it. You can apply this trick to any camera for any scene but remember that you need to work with Pixel Shader on to view these effects so make sure you set up shot designed for this sort of output early in the production so that your computers resources are not as taxed during your execution. For more information regarding Depth Of Field features in iClone 3.2 be sure to check out the Online Beta index. Below you will find a rendered example of this technique in brutal effect and see first hand how a 6 second camera angle can really help to engage your audience, along with a step-by-step look at the porcess of creating your own “Kill shot!” Enjoy!

23
Jan
09

Ready, Aim, Right Click! Using the new iProp weapons from G.I. vs. Wehrmacht pack in iClone3.2

Open fire with no regrets using iProps

Open fire with no regrets using iProps

What’s up iCloners? What do you want on your tombstone? And don’t say “pepperoni and sausage” because when you try out animating with the new iProp weapons from the G.I. vs. Wehrmacht pack you’ll see what I mean. The real “meat” is in the functionality of these awesome new assets. Here’s what they are capable of as soon as they are placed in the scene, you can simply use the Right Click menu to Link them directly to the character, then you can access automatic animation which will activate particle aspects of the gun as well as create instant character animation with only one click. Also, these particle effects are accessible via the Right Click menu so you can include preset muzzle blasts to add to the overall realistic, and reactive qualities of your battle animation. Sound like the kind of iProp you want in your animation arsenal? Well, trust me when I tell you the animation for a character can be created inside of 1 minute and the rendered output you will get from these presets may just be a bit to realistic for some users. Follow the steps below to use one such iProp weapon from the G.I. vs. Wehrmacht content pack to create a Ready, Aim and Fire type single shot animation of your own or watch the slightly graphic high-speed video provided at the bottom of the post…you’ll see what I mean.

  • Go to the Actor tab
  • Click the Avatar button
  • Select the Template tab
  • Locate the WWII folder
  • Load a Character into the scene by double-clicking ( for this example I use the G.I. Private from the WWII content )
  • Go to the Set tab
  • Click the Props button
  • Select the Template tab
  • Locate and open the WWII folder
  • Find the Weapons folder and expand it
  • Choose a type of Weapon ( for this example I select the Rifle folder )
  • Double Click a Weapon Prop to place it in the scene, I use the Kar98k Rifle in this tip but any weapon from these folders will work
  • Right Click the Weapon and Choose Perform
  • Choose Link to Character, notice that the weapon will automatically be placed in the right hand of the character
  • Right Click the Weapon again and Choose Perform
  • Choose Aim, notice that this will actually animate the character automatically creating motion animation with one click
  • Right Click the Weapon once again and Choose Perform
  • Choose Open Fire, notice that the weapon will automatically create character motion animation as well as particle animation
  • Scrub the Play-head slowly to accurately review the particle “empty shell” and “muzzle blast” animations
  • Right Click the Weapon one final time and Choose Perform
  • Choose Cease Fire, notice that the character will lower the weapon to an idle stance
  • Click the Start button to return to the beginning of the animation
  • Click Play to review the combined iProp Weapon animation

iProp weapons from the G.I. vs. Wehrmacht pack are a highly efficiant way of producing quick and quality character animaiton. Not to mention when you put them together with some blood and guts you really can tell that when small pieces such as individual motions and actions are combined with tasty particles and well thought out prop interaction, the end result is some impressive overall 3D animation. This level of production will allow your viewers to get into your story and 3D world a bit deeper than they might otherwise when you do not take advantage of what assets such as iProp weapons have to offer. For more information on iProps be sure to check out the Online Beta Index information provided by Reallusion, but before you do that watch the high-speed video example below showcasing these weapons in brutal form…Warning, the iClone footage below is not for the faint of heart. Kids leave the room now. Enjoy!

21
Jan
09

Fade In- and Out of your action with Animated Directional Lights in iClone3.2

Create rich and seamless Fade Ins and Outs with Animated Directional Lights

Create rich and seamless Fade Ins and Outs with Animated Directional Lights

Hello iCloners. Did you know that you can create rich and appealing Fade-Ins and Outs with Animated Directional Lights in iClone? It’s true, and your can Fade from and to any color you choose for all 4 Directional Lights in iClone. One of the best parts is this eliminates a step from your post production process as well, while providing a seamless visual effect to the beginning, middle or end of your projects. I don’t know about you but any time and effort that can be saved these days is much appreciated, and taking small measures such as creating your Fades directly inside your projects will help to shave and save a little time in your next production. This is a simple process that is easy to apply to any scene and like I said you can choose any color, but for this example I am showcasing the more traditional Fade from Black. This will require I use both a color key-frame and a solid Black key frame for each light, in this case I use all 4 lights and separate colors for each.  Follow the steps below to create a Fade-In using all 4 Directional Lights in your project or watch the high-speed video example provided at the bottom of the post.

  • Create a Project in iClone you want to Fade-In to
  • Scroll down in the Scene Manager and locate the 4 Directional Lights
  • Drag the Play-head forward in time where you want the Fade In to end
  • Check ON Light 01 to make it the active light
  • In the Modify Panel select the Color Swatch
  • From the Color Picker menu choose a color ( for this example I use a Pea Soup Green for Light 01 )
  • Click OK
  • Repeat for Light 02, Light 03and Light 04 ( for this example I use Light Blue, Cream and Dark Maroon )
  • Drag the Play-head back to the beginning of the project or use the Start button
  • Select each Directional Light one at a time and set the color to Solid Black ( this creates the Fade In itself so use any color you need )
  • In the Modify Panel locate the Ambient Light and set it to Solid Black (during editing keep the color mid-Grey )
  • Click Play to review the new Animated Directional Light Fade In

Developing Animated Directional Light Fade Ins is a classic tranisition into any scene used at the beginnings and ends of most box office films and most likely in your personal favorite as well. Go ahead, pop in the dvd and see for yourself. The point is if the Pros use this intro and outro technique in their films, then why shouldn’t you? Using Directional Lights also give you the option of fading into only 1 or up to all 4 lights and you can even switch up the opening fade in color to…say, White for example. You will find it gives a light drenching effect, which is just one of many creative options and approaches you can take when implementing this method. Below you will find a high speed video example showing you an Animated Directional Light Fade In I creating using the GI vs. Wehrmacht content pack and how you to can quickly mimic this example for yourselves. Enjoy!

16
Jan
09

Designing Hitler, Advanced Facial Fitting and Texturing techniques in iClone3.2

Design one of the most infamous men in history in minutes with iClone3.2
Design one of the most infamous men in history in minutes with iClone3.2

Guten Nacht iCloners, today’s tip will be the first in a series of tips to come both using and exploring the new WWII -GI vs. Wehrmacht Reallusion content pack. But this tip will provide you with a specific piece of the War most real-time soldiers will want to put in their sights. Designing Hitler using a 3 quarter image fitting and advanced texture editing techniques is the focus of this endeavor. This is the plan, first, buy the pack…but, just between us, if you want to follow this tip to create only a Hitler Head then that’s approved protocol. Then use a search engine such as Google to search for large images of Adolf, but just use keyword Hitler and narrow the search to Large Images only. Around page 5 I was able to obtain a photograph of a life-size wax replica of Mein Fuer. This is an excellent texture reference. The secret is we really only need 1 good side of the face, in iClone, most advanced character designers are very used to searching for and using a forward facing image to apply to the face of their avatars. However, a 3.25 image will work if you know how to properly edit the texture in order to remove imperfections from the face. For this tip I use Photoshop to edit the texture after it is fit to the avatar, but feel free to use any image editor you like. Follow the steps below to master 3 quarter image fitting and advanced 3.25 texture editing or watch the high-speed video build which contains classified character creation content for your eyes only.

  • Use a Search Engine to locate a photograph of Hitler ( for this example I used a Google Large Image search )
  • Locate a 3 quarter image of Hitler ( for this example I found a perfect example on page 5 of the Large Image search results )
  • Save and Name the image in the JPG format
  • Open iClone
  • Go to Actor
  • Click the Avatar button
  • Select the Template tab
  • Locate the WWII folder ( if you do not have the WWII pack just use any G3 character )
  • Double Click the Wehrmacht Captain avatar to load it into the scene
  • Click the Head tab
  • Select the Load Image button
  • Navigate to and double click your Hitler 3 quarter image
  • Use the Crop Tool to click and drag a bounding box around the entire head on the image
  • Click Next
  • From the Face List select Male
  • Scale and Rotate the Bounding box to fit the entire head
  • Click Next
  • Rotate the Mask to match the head orientation ( this is the most important step in the 3 quarter fitting process, be sure to use the Scale, Rotate and Move Tools to get a perfect match to the image )
  • Use the Rotate Tool in the 3D Preview window to ensure 1 side of the head mesh texture is perfect
  • Click Next
  • Align the Feature Points to the Eyes, Nose, and Mouth ( check Mirror off for a closer fit )
  • Use the Rotate and Zoom Tools in the 3D Preview window to ensure 1 side of the head mesh texture is perfect once again
  • Click OK and Yes to apply the imperfect fitting to the avatar
  • Name and Save the file
  • Click the Actor tab
  • Select the Skin button
  • Under the Material and Texture settings portion of the Modify Panel select the Face material and Click the Diffuse channel
  • Click the Launch button to open the facial image into Photoshop in this example
  • In Photoshop, make a Copy of the “good” side of the Face texture ( for this example I use the Marquee Tool and a simple Ctrl C – Ctrl V )
  • Flip the new layer Horizontal
  • Drag it to the Opposite side of the Face texture
  • Use a Soft edged Eraser Tool to remove the edges of the new layer and around the Hair line
  • Merge the new layer with the Background
  • Save the file
  • Return to iClone
  • Click Update in the Modify Panel, notice the ‘bad” side of the Face Texture is now perfect
  • Select the Head tab
  • Click the Head option under the Facial Feature portion of the Modify Panel
  • Under the Head portion of the menu choose the Chisel option for a more sinister shape to the head ( for G3 heads only )
  • Edit the remaining Facial Features
  • Click the Avatar button
  • Choose New Folder in the Content Manager
  • Name it WWII
  • Select the Add button under the Content Manager
  • Name the new actor Adolf

using Advanced Facial Fitting and Texture Editing techniques to create custom characters like Hitler, is basically only tweaking the original character creation method and applying one simple texture editing trick. But having the knowledge and ability to create a 3D version of one of history’s most notorious villains inside of 10 minutes is way cool. Imagine if troops back then could have trained with the 3D simulators of today’s military and actually taken virtual head shots at an accurate model of the target. Well, let’s just say Tom Cruise would not have been able to make a movie about killing Hitler with a conference table I’ll tell ya that. The major objective here is to show users that the 3 quarter image fitting process need not be lost on us all as well populate our scenes and cast our characters. By taking only one advanced step beyond the fitting process quickly in and out of a external image editor can produce picture perfect results. Below is a high-speed video showcase of the drug addicted dictator himself and a few other objects from another kick-ass content pack from the troops in Taiwan and the method in which you too can harvest the head of Hitler. Viel Spaß!