Applying Light Blueprint

Although unlimited numbers of characters can be imported into Unreal, these characters are not capable of being animated through the Live Link plug-in and iClone animation system. However, iClone Live Link plug-in provides blueprints for driving characters with streamed animations from iClone.

  1. In Unreal, go to the Lights library, you will see the Directional Light, Point Light and Spot Light templates.

    In this case, the Point Light is taken as an example.

    Apply the point light into the current level. This light will be driven by the iClone point light afterward.
  2. Make sure the light is selected.
  3. Click the iClone Live Link button in the toolbar and choose the Apply Blueprint to Selected Light(s) command.

    This step assigns the ability to the light for receiving streamed animations from iClone.
  4. In iClone, apply a light of the same type as the one you have applied in iClone.
  5. Rename the light.
  6. Open the Live Link plug-in panel, switch to the Link mode and make sure the leftmost circle of the light is activated and press down the Active Link button to connect iClone with Unreal.
  7. Open the Detail panel. Set the light's Subject Name in the Live Link section to the name set in the previous step. Keep in mind that the Subject Name must be identical to the one you find in the Live Link panel instead of the one in iClone because the name can be modified occasionally and listed in the Subject Name section.

    Now the light is ready to be driven by the light in iClone.
  8. Start to animate the point light in iClone. As you see the point light assigned with the same name in Unreal will be animated as well.
    • Strength Animation: Setting strength keys of the light in iClone.
    • Transform Animation: Link the light to an animated ball in iClone.
    • Game View mode: Hide the light gizmo to view the result.