In addition to the body motions, a non-standard character now can also talk (with lip-sync data) and act out bone-based facial expressions. To start defining the parameters for your character's facial animation, you first need to designate the facial bones of the character and give it a correct hierarchy grouping. Then switch to the Face/Bone Mapping section and map facial bones to the Eyes and the Jaw. After this, your character will be able to animate its eyes and jaw easily.
If the character contains more facial bones other than the bones mentioned above it allows for more complex and exquisite facial expressions after being converted into iClone.
Select from the 3D viewer. |
Select from the scene tree or the bone list. |
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Click the Map to Left Eye button. |
The selected bone node will be move to under the Left Eye (in blue) node. |
Click the Map to Right Eye button. |
The selected bone node will be move to under the Right Eye (in blue) node. |
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Select from the 3D viewer. |
You are able to either select the parent node or multi-select the connected child nodes. |
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Click the Map to Jaw button. |
The selected bone node will be move to under the Jaw (in blue) node. |
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