Greetings, I wanted to tell you that I really like the Iclone software and character creator, they are incredible. I wanted to make some suggestions for future versions of iclone and character creator. In my case I work cleaning mocap animations and I would like it to be more versatile in...More
You could duplicate the SSS shader and write it for glitter so it changes based on light settings and angle. We can't use the existing roughness channel or metal channel to make this work because the sparkle will remain static. I achieved glitter in iC8 but not yet refined as it potentially...More
When sending an animation to Unreal 5.4 from iClone via the live link plugin, there is some sort of issue with the root bone data being transferred -- such as rotation. You can't tell unless you are viewing the animation in a pose search database. When viewing in sequencer, the animation is...More
Dear iClone Development Team, I would like to request the addition of WebM format support in iClone 8. WebM is a widely adopted format that supports alpha channels, enabling transparent video exports. It is highly efficient for web-based applications, providing seamless integration with modern...More
It would be beneficial to have a bridge similar to the Unreal Live Link Plug-in for iClone 8 that harnesses the capabilities of Metahuman to animate custom characters within both Unreal and Omniverse. It's puzzling why this integration is swiftly available for Metahuman models yet remains unavailable...More
I am using iClone since you released its version 7. It has wonderful improvements in iClone 8 and CC4. I have a suggestion that kindly also improve the quality of PBR material rendering. Specially it needs to improve metallic, roughness and glow tabs that it may give a more realistic result...More
I used a simple image plane with depth map and i enabled smooth mesh on this. If motion blur turned on and intensity not 0, the image plane will bluried anyway....More
In my last post, I discussed 13 suggestions to improve iClone, but I left out something extremely important regarding the baking of constraints in animation. When the "Bake all animations with constraints" option is used, the root motion of the character remains at zero, regardless of where...More