Realtime Smooth for Objects

iClone core editing operates on the original mesh structure. This means that if an object was created with quad faces then they are preserved when imported using OBJ or FBX format via 3DXchange 7.3 or Character Creator 3.0. From now on, content format will be separated into quadrangulated and triangulated faces. Therefore, there are two options for realtime smooth of 3D objects.

Tri-face Geometries

For content made before the release of iClone 7.3, Tessellation (Real-time Smooth) is highly recommended.

  1. Select a 3D object for Tessellation.

    Check out the topology of the character in the wireframe mode.
  2. Switch to Modify >> Attribute tab >> Smooth Mesh section. Activate the Smooth Mesh box and choose the Tessellation radio button.
  3. Alternatively, you can use the Modify> Smooth Mesh command.
  4. The selected object is smoothed.

    The faces are divided into more triangles to smooth the edges of the character.

Quad-face Geometries

For content made after the release of iClone 7.3, Subdivision is the better choice.

  1. Select a 3D object for Subdivision.

    Check out the topology of the character in the wireframe mode.
  2. Execute the Modify menu >> Smooth Mesh >> Subdivision command.
  3. Alternatively, switch to Modify >> Attribute tab >> Smooth Mesh section. Activate the Smooth Mesh box and choose the Subdivision radio button.
    • Level for Real Time / Preview: This setting Immediately subdivides the mesh in the view-port. The higher the value the denser the subdivision.
    • Level for Final Render: The subdivision settings for rendering image and video. The level of which operates the same as mentioned above, except the actual subdivision only occurs on output.
  4. In this case, the Level for Real Time / Preview is set to 2.

    The faces are divided into more quadrangles to smooth the edges of the character.