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ZBrush Face Tools – Complete Head & Body Creation Workflow

Intro- The Power of ZBrush Face Tools

The face is the first thing your audience looks at when watching or interacting with your character, so it is of the utmost importance that you make that experience a memorable one! And not just how your character looks standing there expressionless — your character’s face will move while it tells its story, and if all it can pull from is mediocre, default shapes, its performance will fall flat, and its story won’t be very interesting to your viewers. YOUR face and its movements are unique and interesting, so why wouldn’t your character’s face be as well. Beyond how your character’s face moves, there’s also supporting details that interact with facial movements that lend nuance and uniqueness to your character as well, adding a richness and believability that will make your characters stand out among a sea of boring characters, as well as being more effective telling their visual story. That’s why we are going to explore the powerful plugin – ZBrush Face Tools.

In this article we’re going to learn how Face Tools allow to you create all of these rich, unique shapes, wrinkles, and supporting detail, all while keeping the process fun. Creating expressive characters historically was a tedious and time consuming process, where you spent most of your time managing files and tweaking verts. With the Face Tools plugin, you’ll spend your time sculpting, painting, and exploring what makes your character unique, and letting Character Creator do the heavy lifting on the technical implementation!


Part 1. Face Tools Installation and The Concept of Expression Wrinkles in Character Creator (CC)

Installation

Before we get too far, we need to discuss what expression wrinkles are, and how they’re used and implemented in Character Creator. We’ll also go ahead and get Face Tools installed, so it’s ready to go when we need it. Installation is easy: go to the Reallusion Hub, click on Character Creator, and press the Install button for ZBrush Face Tools.

Installing Face Tools

Character Base Head

To illustrate some concepts, go to the Modify panel in Character Creator and press the Load Neutral Base button. Hit J on your keyboard to zoom in on the head, then go to the Morph tab > Head section to change the look of your character using the various sliders

Load Neutral Base
Morphs tab to change base head features

Base Head & Face Shapes

Your base geometry is the low-res topology of your neutral face and body. You can go into the Scene tab and change the shading mode to wireframe to see your low-res geometry.

Wireframe on Shaded mode to see topology

As you’re using morph sliders, this low-res geometry is moving, updating the look of your character. Next, go to the Motion tab and click the Edit Facial button; this will load up a dummy head where you can click and drag on the various muscles of your character to generate expressions.

Motion > Edit Facial to change face shapes

Expression Wrinkles

So we know our character’s face can emote with shapes, but you’ll notice when the face moves, it’s a little underwhelming. Look in a mirror and raise your brows; notice how your forehead wrinkles as your eyebrows go up, and in fact get deeper and more pronounced the higher your eyebrows go. Expression Wrinkles are driven by the facial shapes that help enhance the realism of our expressions, by behaving exactly how your face does in real life. When your character’s eyebrows go up, wrinkles will start to appear on the forehead.

Base head, base head creating an expression, and finally those
expressions being supported by expression wrinkle textures to add
realism!

Adding Neutral Expression Wrinkles

Let’s add some quick expression wrinkles to our morphed, neutral test character. Select the top group of your “CC3_Base_Plus” neutral character in the Scene tab, and you’ll see an Expression Wrinkles tab is available in the Modify panel — click on this tab. If you check on Activate Expression Wrinkles, Character Creator will apply default expression wrinkles to our character (these can actually be found in Actor > Expression Wrinkles > Neutral in the Content tab). Turn on Check with Expressions as well, and as you click on the different areas of the face in the dummy panel, the expression wrinkle system will activate a face shape, and blend in the appropriate wrinkles on your character where those shapes require it.

You can change the Strength, AO, Redness, and Rate of Appearance in the sliders below the dummy window. As your characters face animates, slight movements will cause less intense wrinkles to show up, but extreme or exaggerated facial expressions will bring in a texture map that will add wrinkle bumps (normal strength), shadows for those wrinkles (AO), and blood pooling between the wrinkles (Redness). All of these together create a much more nuanced, believable result as your character’s face moves.

Expression Wrinkles tab

Expression Wrinkles for Stylized Characters

These default wrinkles are fairly realistic — but, what if you had a stylized character, with chiseled, cartoony shapes? Realistic wrinkles would look out of place on these types of characters — but, don’t worry, with Face Tools we’ll be able to make custom shapes and expression wrinkles for both realistic characters as well as cartoony stylized ones! In fact, if you have the “Wrinkle Essentials” pack from the Reallusion Marketplace, you can apply different types of preset stylized wrinkles to your stylized characters.

Stylized character Eddy with Chisel type expression wrinkles applied
New Stylized base mesh with Groove type expression wrinkles applied

Part 2. Fast Prototyping Head & Body for ZBrush Sculpting

Kevin Base Head Setup

Let’s start a new character that we can take into ZBrush and make our own. To provide us with a good starting point, let’s load up theCC4 Kevin” character from the Actor > Character folder.

Loading up the Kevin Character

Right now, Kevin isn’t symmetrical, and that’s ok — you don’t really want a perfectly symmetrical character. However, just starting out my new character, I want a symmetrical mesh to sculpt on in ZBrush to make things go a little faster, and later right before we call it done, we can dial in asymmetry using morphs. To fix this, select the “Kevin” group in the scene tab, and in the attributes tab, choose Edit Mesh, then choose a Mirror Copy option (left to right or right to left).

Attributes tab > Edit Mesh
Edit Mesh > Mirror Copy

Using Morphs in CC

Now that your eyelids are symmetrical, your eyeball placement is probably off a little. Luckily, all you have to do is go to the Morph tab and use the Morphs > Head > Eye > Eyeball > Eyeball Height sliders to fix eyeball placement in our newly symmetrical mesh. Also, while we’re in the morphs tab, go ahead and make overall adjustments to your character’s physique/head to get closer to the character you want to make (in our case, a gaunt, vampiric creature).

Eyeball Morphs to fine- tune placement

Remember you can use the Morph button in your toolbar to quickly and easily grab sections of your character’s face to move them around, and you can get more morph slider options by using the “Ultimate Morphs” pack from the Reallusion Marketplace.

Dialing in our character forms

Face Tools Locations in Character Creator

With a character loaded in Character Creator, you’ll find the button to send your character to ZBrush using Face Tools in these locations:

  • Plugins > Face Tools
  • Top menu bar
  • Modify tab > Face Tools (with a character selected)

Installing the Face Tools Plugin for ZBrush

Use any of the above methods to send your character to ZBrush. If you haven’t installed the plugin to ZBrush, it will prompt you to install. Select the version of ZBrush you want to install it for, and click OK.

Installing Face Tools ZBrush Plugin

Face Tools Output Settings

Before Character Creator sends over your character, it’s going to need a little more information about what we want to send over. In the ZBrush Face Tools dialog box, choose Create New for Action, since we’re not relinking an existing project. For Subdivision, we’ll do Level 6 – 2k Texture Resolution. This means when it sends our current head over to ZBrush, it will be subdivided up to level 6 (SDiv 6), and if we transfer the base color texture currently applied to our Character Creator head to our ZBrush polypaint, the millions of polygons that make up our SDiv 6 head will be enough to support a 2048 (2k) texture resolution on the transfer. Which is exactly what we’re going to do later.

Go ahead and check on Normal Details; this will put the skin pores and fine wrinkle detail currently applied to our character into an adjustable, sculptable layer in ZBrush. Then click All to turn on all the normals for every expression. All of our expressions in ZBrush will have Kevin’s own expression wrinkle detail baked into a sculptable layer for that expression.

Face Tools Options

Before we click GoZ, we’re going to uncheck Include normals in polypaint; This can be useful in some situations, but because we’ll be changing our base head polypaint, it’s not something we’ll need to do with our workflow. Finally, click the GoZ button to send all this over to ZBrush.


Part 3. Sculpting High-res Base Head with ZBrush Face Tools

ZBrush Sculpting

Now that we’re in ZBrush, open the Face Tools plugin by going to the ZPlugin menu, and clicking on the Face Tools submenu. While in ZBrush, we can modify the characters base Head, Eyes, Teeth, and Tongue geometry and polypaint, and any changes we make will be baked and sent back to CC.

Detail Layer, Diffuse, and Range

The Detail Layer button in the Face Tools plugin turns the “CC_DetailLayer” in your Layer pallet on and off. The Detail Layer contains pore detail and basic face detail wrinkles. We’ll toggle this off while sculpting our base. We want to ensure our base sculpting is done on the base model, NOT on a layer. However, if you want to add more pore or wrinkle detail to this layer, toggle it on, and press the record button on the layer. The Diffuse button loads up the head texture from CC, which we can transfer to polypaint later on. The Range button (with no expressions selected) will apply the Face Topology and UV Guide to your head.

Head Base Sculpt

Let’s start finetuning our character. Again, turn off your Detail Layer so we’re only sculpting on the base geometry that gets propagated to all of our other shapes. Drop down to subdivision level 1 under Tool > Geometry, and use your favorite ZBrush brushes to change your major volumes, increasing subdivisions as needed to dial in your custom primary and secondary forms.

SDiv 1 with Detail Layer off
Sculpting with guides in mind

Turn on your Range map so you get a better idea of what edgeloop the systems will be looking for when deforming into shapes later. When creating primary forms, make sure you move the geometry appropriately to keep the face guidelines where they need to be, instead of just sculpting through them.

You can also Ctrl+Shift click areas of your face to get easy visibility access while sculpting (press Shift+F on your keyboard to toggle polyframe mode on and off in ZBrush).

Hide and show major areas with polygroup visibility

Detail Sculpting

Once you get your primary and secondary forms done for your custom ZBrush character, you can turn on the Detail Layer in the Face Tools plugin to continue sculpting high frequency pore and fine wrinkle detail.

Original morph mesh vs final detailed ZBrush sculpt

Polypaint

Stop recording on your detail layer if you are. Go ahead and turn the detail layer off completely in the Face Tools plugin menu. Turn on Diffuse in the Face Tools plugin menu to load Kevin’s base color into our subtools texture, go to highest subdivision on your mesh, and in the Tool > Polypaint menu, click Polypaint from Texture to transfer Kevin’s diffuse texture to your head subtools polypaint. Once you’ve done that, go ahead and turn Diffuse OFF in FaceTools; that’ll turn the texture off, but your head should still be colored by the transferred polypaint. At this point, make any changes that you want in ZBrush to both the base head sculpt and its corresponding polypaint. Remember you can use the Polypaint > Adjust Colors menu, and utilize any ZBrush brush with RGB turned on in the toolbar to paint on your model, as well as sculpt.

Diff use on to turn your Kevin Texture Map on, then Polypaint > Polypaint From Texture to transfer your diff use texture to your
polypaint

Eyes, Teeth & Tongue

Select a teeth or tongue subtool, subdivide the model up, and just like the head, turn the Diffuse texture on using the Face Tools plugin. Press Polypaint from Texture to transfer Kevin’s base color texture to your polypaint, unless you want to paint this subtool from scratch, which is fine too. Change the model and polypaint as you see fit for your character, it’ll all get sent back over to CC in the next step.

Original base teeth vs modifi ed teeth

Sending Base Head Changes Back to CC

Turn on your detail layer to make sure it’s still working well with your changes up to this point, and modify as needed. In the ZBrush Face Tools plugin menu, press the Update to Character Creator button. On the left side of the resulting dialog box, check on the Base Mesh, Polypaint > Diffuse, Details > Normal, and Cavity > Blend options, so all of our detailed sculpt and polypaint changes are baked back to the CC character. Keep the Texture Size at 2048, and under Facial Parts, check on anything that you updated in ZBrush – Head, Eyes, Tongue, and Teeth can all be updated. The options on the right side of this dialog box can be unchecked for now. Press the Update to Character Creator button.

Left side checked to send back only base head changes
CC GoZ options from the ZBrush Base Head

The ZBrush data is sent over to CC, so tab over to Character Creator, and in the resulting dialog box, keep the defaults checked, along with Apply Head Color to Body, so Character Creator will automatically adjust the body tone to match the head. We’ve successfully transferred the base details and polypaint from ZBrush back to Character Creator.

Results of the transferred texture polypaint and fi nal modifi ed polypaint in ZBrush, and sculptural detail and polypaint baked
back into Character Creator using Face Tools

Part 4. Create Unique Expressions & Wrinkles with ZBrush Face Tools

Sculpting Expressions in ZBrush Using Face Tools

So we’ve got our base head, eyes, tongue, and teeth changes in ZBrush and in Character Creator, so now let’s work on those custom expressions. Tab back over to ZBrush and click on an expression in Face Tools to begin tweaking the wrinkles for that expression. Remember, the face tools button is turning on the corresponding expression layer in your layer pallet, and pressing the REC button so you can sculpt and polypaint on that expression. Any changes you make to your geometry or polypaint while the expression is in REC mode will eventually be sent back to Character Creator.

Before you sculpt on an expression, you can press the Apply Mask button in the Face Tools plugin menu; this will show the area that will bake out sculpted detail and polypaint information back to CC for the selected expression (in this example, “Brows Drop”). Go through each expression and sculpt/polypaint to create the perfect shapes and details for every expression for your unique character.

Mask region for Brows Drop expression wrinkles

Sending Expression Updates from ZBrush back to Character Creator

After you’ve fine-tuned your expressions in ZBrush, press the Update to Character Creator button in the Face Tools plugin menu again. This time we’ll use the right side menu.

  • If you updated shapes of the face (SDiv 1), check on Expression Morphs.
  • If you updated expression wrinkles (SDiv 2-6), check on Wrinkle > Normal to bake those details back to CC.
  • If you updated your polypaint for the expressions (redness, etc…) check on Wrinkle > Diffuse to ensure those changes get baked back to CC.

Back in CC, keep the defaults checked in the GoZ menu, then go to the animation player and choose Motion > Wrinkle Check for “Dramatic_Male”. As your face animates, your custom expression wrinkle changes will show up on the character.

Selecting expressions
Custom expressions and wrinkles

Part 5. Transfer Character’s Head and Complete the body in ZBrush

Full Body Head Data Transfer

Our head still looks a bit out of place on our CC body; let’s sculpt a custom body to match our head. First, select your character assets in CC, then hit the GoZ button in the toolbar, to send our body over to ZBrush this time. Keep all the defaults in the resulting dialog box, and make sure you have a-pose selected in the Pose section. Back in ZBrush, switch from the body tool we just sent over back to Face Tools that we were sculpting expressions on. Select the “CC_Base_SkinHead” subtool, then Ctrl+LMB the latest point in the history slider to store those vertex positions and colors into history.

Next, switch back to the body tool, select the “CC_Base_Body” subtool, and press the Tool > Geometry > Divide button until it reaches SDiv 6 to match the head resolution from the other Face Tools subtool.

Turn on Polyframe visibility with Shift+F, then Ctrl+Shift click the “red” polygroups on the body subtool to isolate their visibility (body and eyelash geometry). Then Ctrl+Shift+Drag in your document to invert visibility, so only the head geometry is showing (minus the body and eyelashes).

Storing history for the Face Tools head subtool
Isolating just the head geometry to match the Face Tools geometry visibility

Now that the vertex order matches between the Face Tools head geometry stored in history and the body geometry, select the Morph brush (you can hit the B, M, then G keys on your keyboard to select it), and “brush in” the details stored in history onto your body geometry! This will get our sculpted detail onto our “body” head, but not the polypaint. For that, go to the Tool > Subtool > Project menu, turn off “Geometry” so just Color is selected, and press the “Project History” button to transfer the color data from your Face Tools head to your body tool head!

Project History to transfer Color

Link and Sculpt

Ctrl+Shift click in your document to make all the geometry visible for your body subtool, then press the GoZ All button in the ZBrush Tool menu to send your updated body back to CC.

While you’re in CC, switch the pose from the standard a-pose to the relaxed a-pose using the Motion menu in the Animation Player, press the GoZ button in the Character Creator menu bar to send our relaxed a-pose to ZBrush.

Make sure you choose Current Pose in the dialog box.

Changing our pose to a relaxed A- Pose to sculpt on

Body Sculpt

Sculpt and polypaint the rest of the body, and follow the body Substance Painter workflow from the previous “Goblin” series to bake mesh maps and populate CC with your character textures.

Tip – the CC Body tool will have 7
subtools, the Face Tools tool will
have 9 subtools
Sculpting the body to match the head

Conclusion

You now have a unique character with a custom body, custom facial expressions, and custom expression wrinkles, all tuned exactly how you want for your particular character. Feel free to apply accessories, clothing, animations, and poses to this character like we did in our previous “Goblin” article.

About The Author

Michael Pavlovich earned a Bachelor’s degree in Computer Animation from RSAD in 2005. Initially, he contributed to the development of environment and character art for popular video games such as Madden and NCAA Football. Later, he relocated to Austin to join Daybreak Games, where he worked on the creation of art assets for DC Universe Online.

Presently, Michael holds the position of Director of Character, Weapon, and Vehicle Art at Certain Affinity. His expertise lies in implementing iterative pipelines for Certain Affinity artists helping develop renowned video game franchises, including Halo, Call of Duty, and DOOM. To stay updated on his latest tutorial projects, you can visit Michael’s YouTube or ArtStation page.

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Motion Designer’s Powerful Tools for 3D Character Animation

Alejandro de Pasquale – Motion Graphic Artist / 3D Animator / Filmmaker / Content Creator

Alejandro de Pasquale

Since the age of 9, Alejandro de Pasquale embarked on a creative journey, crafting his first rudimentary comics and discovering his fervent passion for storytelling. With each passing year, Alejandro honed his creativity, delving into diverse tools and skills to encapsulate narratives across a spectrum of challenges.

From scripting movies to producing motion graphics for various enterprises, Alejandro explored the avenues of storytelling, eventually finding his true calling in breathing life into characters and immersive 3D worlds. It was through the transformative power of software like iClone and Character Creator (CC) that Alejandro delved into the world of 3D animation, discovering new dimensions to his storytelling prowess.

Embracing the entirety of the creative process, he channels his ardor for storytelling into his current roles at a motion capture company and an animation studio. Continually attuned to the latest advancements, Alejandro remains steadfast in his commitment to the craft, unwavering in the enthusiasm that ignited his creative spark at an early age.

“The significant advantage of iClone and Character Creator is that as one learns, one can also visualize the results. In other words, one can quickly breathe life into a character, and create a scene with animation, serving as an incentive to keep acquiring knowledge.”

Alejandro de Pasquale – Motion Graphic Artist / 3D Animator / Filmmaker / Content Creator

Q: Welcome Alejandro to our Reallusion Feature stories. Please share with us how you started creating animations with After Effects and what made you switch to tools like Character Creator and iClone.

Thank you! Well, it all started many years ago. I used to film and edit videos until I suddenly felt the need to embark on something more creative. That’s when I immersed myself in creating advertising animations in motion graphics, targeting small businesses, or presentations for a film director interview program, for which I handled the editing.

I believe this coincided with the rise of After Effects (AE) around the year 2015. During that period, I discovered my fondness for participating in forums and sharing my knowledge through my YouTube channel, where I started to teach everything about After Effects.

After Effects motion graphics
After Effects motion graphics

Later on, After Effects embraced the capability of working in 3D within its interface, first with a plugin for Cinema 4D, which, in my opinion, didn’t prove effective, and then with the contribution of one of the great masters of composition and VFX, Andrew Kramer. He created the Element 3D plugin, enabling the creation of 3D animations within After Effects or the addition of 3D elements in VFX compositions with filmed footage, while maintaining the layer structure characteristic of After Effects.

It was then that I realized my true passion lay in creating cinematic 3D compositions, not confining myself to a single area like animation or modeling but involving myself in crafting entirely 3D scenes, independent of filmed footage.

For unknown reasons, neither After Effects nor Andrew Kramer chose to advance the evolution of Element 3D. So, I decided to embark on what I thought would be my last project in AE: a personal scene where I could utilize Element 3D and After Effects to their full potential. This scene evolved into an approximately 10-minute episode called EVA 1.

Although I was pleased with the result, I realized that if I wanted to create 3D scenes or episodes of animation, I needed more than After Effects and Element 3D, where the character could only have a voiceover, for example. Hence, I began searching for tools that would allow me to create a workflow where I could create, direct, and produce everything. I had heard about iClone, so I decided to delve deeper.

Fortunately, for those looking to delve into this world in the Latin American sphere, there’s a wealth of tutorial videos in Spanish, which is an advantage, even though I’m always learning from YouTube in any language. FRANPEREZ3D’s channel was my first “lighthouse.” That’s how I dove into continuing with EVA, through multiple episodes that would help me learn all about Reallusion’s software. It also helped me solve various issues and immerse myself fully in this new world.

Q: Being first a Motion Graphics artist, please share with us how you were able to learn 3D animation with the Reallusion tools. How long did it take, and how easy was it?

Well, although learning is a constant process, especially in today’s dynamic environment where software evolves continuously at a pace not experienced a decade ago, the significant advantage of iClone and Character Creator is that as one learns, one can also visualize the results. In other words, one can quickly breathe life into a character, and create a scene with animation, serving as an incentive to keep acquiring knowledge.

On one hand, both programs are highly intuitive, as their interfaces allow users to quickly find the necessary tools. On the other hand, there is a wealth of learning material available on the Internet. The company consistently releases explanatory videos, enabling users to stay updated and continuously add new knowledge. This is positive as it motivates individuals to stay current. For instance, in my opinion, what led to the decline of After Effects back then was the lack of significant updates from Adobe. Despite new versions, none offered substantial changes, leading to redundancy in YouTube tutorials.

Alejandro De Pasquale's workstation
Alejandro De Pasquale’s workstation

Creating an animated short film typically requires a team of animators, modelers, lighting experts, and cameramen, among others. However, with Reallusion, one can venture out individually and start experimenting as a film director, having control over everything at a minimal cost.

Basically, I believe the main advantage lies in opening the program and starting to “play” with the options. Watching characters perform actions is something that motivates continuous learning and improvement. Additionally, it’s just a matter of searching for tutorials and references from great creators who use this software.

Q: Your first character was made using Daz3D. What was the workflow of updating it with Character Creator (CC) to later send it to Unreal Engine? What advantages does CC give you over Daz3D?

That’s correct. Initially, Eva was created in Daz 3D because it was one of the few models that could be integrated with Element 3D. I consider Daz 3D as software primarily designed for creating 3D characters intended to be rendered in images, not so much for animation. It doesn’t offer many options in that regard, or at least it hasn’t been developed in that direction. However, I believe it serves as a free entry point for those deciding to take their first steps into the world of 3D.

Starting from Eva 2, I began using Character Creator. In this process, I only needed to retain Eva’s face created with Daz. Fortunately, Character Creator facilitates the import of FBX, converting its entire skeleton. This way, I could import Eva’s complete body (with rigging for facial expressions) and, separately, her clothing from Daz 3D. From that point, I enhanced everything using the various options provided by Character Creator: adjusting textures, eyes, and expressions. Then, when taking it to Unreal Engine, I only had to export the FBX (with the option for Unreal), and in that program, through a plugin designed by Reallusion, not only the model but also its textures are imported seamlessly. Without any further action required. Of course, one can fine-tune the textures there. But all the work done in Character Creator is imported perfectly.

Although there’s the option to send the character and animation through the iClone Unreal LIVE LINK plugin, I personally prefer exporting the FBX of the character in its T-pose and subsequently sending the FBX animation files in iClone. This working method aligns better with my workflow and how I have structured the animations, making it more practical for me.

Q: iClone played an important part in your character animation. How did you use iClone’s AccuLIPS feature to convert Spanish audio into English animated lipsyncs? Where did you find the motions to accelerate your creation time?

Well, iClone’s AccuLips feature, I believe, was one of Reallusion’s best moves! It was the feature that persuaded me to stay connected with Reallusion, even when Unreal’s Metahuman came out. Facial animation, in the world of 3D, is the most challenging to achieve without a specialized animator in this field.

In my case, each episode begins with an audio recording. For Eva, this is done through Natalia Rosminati, one of the best voiceover artists in Latin America (having her work on each episode is truly a privilege). And for Rob, with the voice of another tremendous professional, Facundo Reyes. Initially, they were intrigued by the fact that all I needed were their voices, and then I used that to initiate the animation in iClone. It also gives them complete freedom when recording.

Once I have the audio, I divide it into paragraphs based on the animation. Then I import each of these “paragraphs” into iClone through AccuLips. The audio is in Spanish, of course. At first, I did this: imported the audio into AccuLips, instructed it to ignore words it didn’t understand, obviously, and then adjusted the phonemes in the iClone timeline. But later, while watching one of the many explanatory videos that Reallusion releases, I realized that after importing the audio, I could change the text created by AccuLips (with the misunderstood words) to the actual text. And then, only at that point, send it to the timeline. This way, there’s practically no need to correct anything in the phonemes. The synchronization and mouth movement are almost flawless without any extra effort.

Then comes the part where we can start using the options, such as the intonation type and adding expressions. Here, I discovered a tremendously helpful package: Digital Soul. They come with predefined expressions that fit perfectly with any dialogue. If they continue adding expressions in the future, that would be fantastic.

iClone predefined facial expressions
iClone predefined facial expressions

In any case, there are options like iClone Motion Puppet or Motion Key to enhance or adjust each of them further. And finally, the addition of wrinkles to emphasize each expression better. This added an even better touch to the facial animations.

Q: Both Unreal Engine and iClone work seamlessly. What advantages does using these real-time tools bring you? And what can the people who follow your free iClone-Unreal Course expect to learn?

Complementing my workflow with iClone, Character Creator, and Unreal Engine turned out to be ideal for me. Reallusion’s programs seamlessly integrate with Unreal, as everything can be exported there with options prepared for it. Whether working with LIVE LINK or exporting as FBX, everything can be visualized with real-time rendering, which is the major advantage. Nowadays, traditional animation studios, I believe, are still amazed by this, as in the case of other software, they render a frame and decide what to change based on that.

Here, we see everything in real-time, providing another perspective even to rethink a scene, whether it be due to light or the setting. One truly “plays” the role of a director, making decisions on the set. In my case, I feel comfortable working on everything related to characters and animation in iClone, and then going to Unreal to compose everything.

Regarding those who follow my free course on both the channel and the website: my idea is to create a Latin community that holds more significance, even with our language in our productions. I want to reverse the situation for many people who practice this but then have to make a living in another way. In my case, learning these tools opened the door to a new work area related to what I do. That’s why I like to share everything I know so that other people can join this path. This, in turn, will contribute more talent and knowledge that will also benefit me.

For now, this is the aspect where I progress more slowly, but at least I’m making progress. I’ve met some users who have excellent works, but it’s challenging to see productions. I believe that selling more licenses is fundamental for this. It will bring more people to join professionally and more productions in Latin America. Therefore, sharing everything I’m learning through EVA, I believe, will help and inspire more creators. My idea is never to stop the free teaching on my channel for those who cannot access it in a paid form. And in that way, the cost of the license will be the only investment in this.

Rob in Alejandro de Pasquale's EVA series
Rob in Alejandro de Pasquale’s EVA series

I would like to conclude with this anonymous quote, which was my first post when I started my free teaching platform: “Ignorance enslaves. Knowledge sets us free. Freedom makes us happy. Happiness (and only that) makes us succeed in life” (anonymous). Thanks for the support.

I would like to conclude with this anonymous quote, which was my first post when I started my free teaching platform: “Ignorance enslaves. Knowledge sets us free. Freedom makes us happy. Happiness (and only that) makes us succeed in life” (anonymous).

Thanks for the support.

Alejandro de Pasquale – Motion Graphic Artist / 3D Animator / Filmmaker / Content Creator

Follow Alejandro de Pasquale:

https://www.alerender.com/

https://www.youtube.com/user/alerendersoc

https://www.facebook.com/aleRENDER-216423661706643/

https://www.instagram.com/alerender_ae/

https://www.artstation.com/alerender

Transforming Webtoon Comics into Animated Stories with Cartoon Animator

This article is featured on Creative Boom

About Noel Yu

Greetings everyone, I’m Noel Yu, an illustrator hailing from Hong Kong. I’m passionate about bringing my original IP characters to life, often through Webtoon comics. For those reading this article, have you ever considered transforming your own characters into animated 2D wonders? If so, maybe I can provide my own experience to help guide your way into this exciting process.

Once a novice in 2D character animation, I never imagined I could single-handedly complete a 2D animation. That all changed when I discovered Cartoon Animator 5, an incredibly user-friendly software tailored for beginners. Within a week, I not only crafted successful animations but also seamlessly translated my Webtoon Comics into dynamic motion.

Gone are the days of requiring exceptional animation drawing skills or investing copious amounts of time. With Cartoon Animator 5, you have the freedom to realize your 2D animation dreams at your own pace. In its latest 5.2 iteration, Cartoon Animator has introduced Motion Pilot, a groundbreaking feature I extensively utilized in my recent collaborative projects.

How Motion Pilot Simplifies Animation Workflow

Introduced in CTA 5.2, Motion Pilot revolutionizes animation workflow by streamlining the Transform category’s keyframe management, simplifying the process significantly. Comprising four primary features – Transform, Wave, Motion, and Flock – Motion Pilot offers versatile tools that can be utilized individually or in combination to infuse dynamic variations into characters or objects.

In my Webtoon animations, I frequently leverage the Wave feature to inject scenes with dynamism and intrigue. When dealing with multiple similar characters or patterns, combining Wave with Flock enhances the scene coherence and completeness.

Consider the following case studies:

  1. Initially, the character’s dialogue box remains static during speech. However, by applying Wave > Rotate Amplitude, the dialogue box maintains movement even when the character is silent, elevating the animation quality.

2) Without movement, the flowers at the scene’s conclusion appear static, resulting in a lackluster presentation. To address this, I adjust the Rotate Amplitude and Scale Amplitude parameters of the Wave feature for a primary flower and employ the Flock function for the background flowers. Consequently, all background flowers synchronize their movements with the main flower, eliminating the need for individual adjustments and greatly enhancing convenience in the animation process.

With Flock disabled.
With Flock enabled.

One of the functions I frequently rely on is Transform, enabling patterns or characters to move in all directions through mouse control. This feature not only facilitates rotational adjustments while in motion but also enables size modifications along the x- and y-axis.

Consider the following example:

1) With Move, Rotate, and Face Cursor activated within the Transform function, I effortlessly capture the ball movement and rotation as it bounces across the floor.

2) For the dog food scene, I utilized CTA’s default Motion Pilot effect, leveraging the move, rotate, and scale functions within Transform to create a striking entrance for the dog food. This deliberate emphasis on a specific object effectively captivates the audience’s attention right from the outset.

To synchronize the character movement with its walking motion, I combine Blend Motion from the Motion menu with Move from the Transform options. This allows me to seamlessly integrate the character’s walking animation with its trajectory, utilizing Move and Face Cursor within Transform to precisely control its path and animate it covering specific distances rapidly.

Let’s see some examples of this in action:

1) Using the CTA preset walking animation for quadrupeds, the white dog smoothly moves forward with the assistance of the Move function, illustrating a natural walking motion synchronized with the dog’s facing direction.

2) Motion Pilot offers the ability to incorporate custom motions into Blend Motion. For instance, in the case of Little Flame, I can seamlessly integrate a personally crafted walking animation. Furthermore, Motion Pilot enables fine-tuning of motion speed and tempo, ensuring the walking sequence aligns perfectly with the desired pace and my aesthetic standards.

In summary, Motion Pilot streamlines the motion setup process by simplifying tasks such as amplification, reduction, and rotation, thus saving considerable time and effort. For those who prefer efficiency and seek to avoid designing minor motions for scene elements, Motion Pilot serves as a valuable aid. Moreover, alongside Motion Pilot, CTA offers a plethora of other convenient features designed to expedite the animation process, ensuring a seamless and efficient workflow for us.

Why I recommend Cartoon Animator as 2D Animation Software

Understanding the significance of a creator’s character is akin to cherishing one’s own child, and the excitement that ensues when seeing this character come to life in animated 2D form is palpable. For those overwhelmed by the array of 2D animation software options available, or concerned about their lack of animation drawing skills, my foremost recommendation is to give CTA a try.

With its intuitive interface, CTA, provided by Reallusion, also offers an abundance of online tutorials to assist users in mastering the software from scratch. Its distinctive features negate the necessity for frame-by-frame 2D character animation and exceptional drawing skills, thereby significantly lowering the entry barrier and time investment for 2D character animation production. If embarking on crafting your own 2D animation series independently, opting for CTA is highly advisable. You’ll quickly discover how effortless and straightforward it is to bring your animations to life!

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Know more:

2D Animation Software for Cartoon Maker | Cartoon Animator

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The original article is written by Noel Yu and also featured on Creative Boom.

Audio to Animation AI-Integration in iClone with Audio2Face

Audio to Animation AI-Integration in iClone with Audio2Face

Reallusion is thrilled to announce the seamless integration between Character Creator, iClone, and Audio2Face. This robust connection, empowered by NVIDIA’s AI animation technology, revolutionizes multi-lingual facial lip-sync animation production. Not only does this integration bolster NVIDIA’s Audio2Face with a versatile cross-application character system, it also enhances facial editing capabilities, enabling users to export character animations to leading 3D engines like Blender, Unreal Engine, Unity, and Omniverse. 

NON-LINEAR AI ANIMATION GENERATED BY AUDIO2FACE

Lip-Sync Animation and Expressions Straight from Audio

As an AI-powered application, Nvidia Audio2Face (A2F) produces expressive facial animations solely from audio input. In addition to generating natural lip-sync animations for multilingual dialogue, the latest standalone release of Audio2Face also supports facial expressions, featuring slider controls and a keyframe editor.

Multi-Language Lip-Sync and Singing Animation

Unlike the majority of English-centric lip-sync solutions, Audio2Face stands out with its exceptional ability to generate animation from any language, including songs and gibberish. Besides the standard AI model Mark, have access to Clair, a new deep-learning model tailored for female characters proficient in Asian languages. Clair’s friendly complexion is well-suited to customer interaction.

SEAMLESS CC – A2F – ICLONE INTEGRATION

Two complimentary plugins enable an automated workflow. With just a single click, configure a CC character in NVIDIA Audio2Face, animate it in real-time alongside an imported audio track, and seamlessly transfer the talking animation back to iClone for additional refinement before exporting it to 3D tools and game engines.

One-Click CC Character Setup in Audio2Face

The CC Character Auto Setup plugin for Audio2Face is the result of a collaboration between NVIDIA and Reallusion, condensing the manual 18-step process into a single step. By importing a CC character and choosing a training model — Mike or Clair — artists can instantly witness lifelike talking animations synchronized with audio files. Experiment with motion sliders, automatic expressions, and even set keyframes. The finalized animations can then be sent to iClone for additional refinement.

Full-Spectrum Animation Refinement using iClone

The free Nvidia Audio2Face plugin for iClone is tailored to receive animation data from Audio2Face. In addition to importing animations, it enhances the liveliness of facial features, resulting in a superior cut suitable for final production.

Facial Adjustment by Parts

Animations can be tweaked via a dynamic interface. Adjust various parameters such as expression strengths, head movements, or adding darting eyes to enliven the performance. Enlarge the jaw open range to enhance emotional tension and fine-tune the position of the tongue to mimic precise enunciation.

Smoothness Enhancement

Generative AI animation is susceptible to noise, particularly when audio files are captured by low-fidelity devices or within unfavorable environments. Reallusion Audio2Face integration circumvents these limitations by deploying a highly refined noise filter to eliminate jitters and achieve optimal results despite poor audio quality.

RAISING THE BAR

After obtaining a satisfactory animation from Audio2Face, a finishing touch becomes necessary, particularly when faced with emotional shifts or when emphasizing specific mouth shapes at varying levels of dialogue. iClone empowers facial editing, allowing for refined lip sync, the addition of natural expressions, and the incorporation of head movement sourced from mocap equipment.

The integration of Character Creator, iClone, and Audio2Face marks a significant milestone in AI-driven animation technology, offering creators unprecedented source audio flexibility and efficiency in their production workflows. The Character Creator Auto Setup plugin and iClone plugin are now available as free downloads from Reallusion, empowering creators to streamline their animation pipelines and unleash their creative potential.

To learn more about iClone Audio2Face Plug-in, please visit:

How to Level Up Your 2D Animations Like a Professional

The Making of ‘Fetch’ – Leveling up your Cartoon Animator skills to PRO

Cartoonist and animator Garry Pye achieved a remarkable feat with Cartoon Animator (CTA), producing a full 2D animated film in just two weeks! His primary goal was not merely to use the tools of Cartoon Animator but to leverage them to craft professional-level animation.

Designing and rigging his characters for CTA, this solo animator wrote, animated, edited, and released his short film ‘Fetch’ within a swift 14 days. Join Garry as he shares his incredible journey from concept to the final film.

“I’ve been using Cartoon Animator (CTA) for 2D animation for over a decade now. I stick with CTA because it allows me to create animation quickly, enjoyably, and effortlessly, but still gives me a wealth of powerful tools to help me fine-tune my animations and get the results I want. Its user-friendly functionality means I’m not weighed down by technical details, allowing me to focus on the creative aspect of animation.”

Garry Pye – Illustrator, Cartoonist, 2D Animator, Content Developer

WRITING A STORYLINE

Venturing beyond my usual 20 second animations, I aimed to create a fully animated short with a storyline – a challenge to myself. I’m drawn to characters who persist despite constant setbacks, and found that Klaang from my Alien Squad series was the perfect subject for this animation. In this short, Klaang innocently throws a stick for his pet, only to find it retrieving a stick of dynamite instead. Panic ensues, and Klaang has only seconds to solve the explosive situation. 

I prefer writing plot points over storyboarding because it allows me the freedom to explore new directions spontaneously. The thrill of unexpected ideas fuel my creativity, and I like to remain open to the possibility of detouring from a set path. Storyboarding always feels limiting to me.

Creating plot points over storyboarding

CHARACTER DESIGN

During my time with Cartoon Animator, I’ve designed and rigged over 500 characters. CTA’s user-friendly templates offer a solid foundation for character building while allowing complete design flexibility. Whether it’s shape or size, the possibilities are endless! 

In this project, I was keen to feature one of my favourite characters, Klaang, from the Alien Squad series. Klaang, a G3 vector-based character with a 360 head, offers seamless face rotation for enhanced animation. With Cartoon Animator, I really focussed on customising mouth and eye sprites, designing over 55 mouth shapes and ensuring maximum expressiveness in his character animation.

Using the 360 Head Creator tool in Cartoon Animator

Klaang’s energetic, dog-like pet was an adaptation of one of my Bonkers characters. By transforming him into a fuzzy ball of fur and removing the arms and legs, I not only achieved the look I wanted but also streamlined the animation process. Less keyframing, more bounce!

THE CONCEPT

When starting a new animation, I always seek challenges to elevate my skills. In ‘Fetch,’ I focussed on two specific targets to push my boundaries and grow as an animator.

For my first challenge in ‘Fetch,’ I aimed for detailed character interactions and prop handling in a single camera shot. The aim here was to show CTA users that by paying attention to small details, the final result will be of a much higher standard. Its easy to use the tools of Cartoon Animator, but they also give you the power to really bring your characters to life. 

The story required having the dog retrieve the stick, drop it, and then watch Klaang pick it up seamlessly. The audience needs to believe the stick was genuinely in the dog’s mouth or Klaang’s hand, and not simply pasted on top.

For this animation Klaang was going to have to believably hold the prop in his hand. To achieve this I created a series of individual props of the hand, and then replaced those for the original hand in Cartoon Animator, simply placing the new prop in position on his wrist, linking it to the character and then making the original character hand invisible. Then I was able to switch between hand sprites so Klaan could grab the prop in a convincing way.

Creating individual hand props in Cartoon Animator

Another challenge in ‘Fetch’ focused on rapid character movements, creating a sense of urgency and panic in Klaang’s actions. This approach was a departure from my usual character animations. Also, rather than using premade motions, this animation required me to keyframe everything except the walk cycle. Swift transitions between full-body keyframes were crucial to maintain clarity in Klaang’s movements. But CTA gives me total control over every body part and keyframe, so that with attention to detail I can produce the results I want.

WHERE TO START?

My first step is scene setup. I import fully layered PSD files as scenes, setting the depth of field for each layer to create a parallax effect during camera movement. Next, I position characters within the scene. Importantly, I save this setup as a separate file and then begin animating on a new save, providing a safety net to return to if needed. Another valuable tip is to create multiple versions of the project as you progress. After completing important or challenging animation sequences, I save that at that point and continue on a fresh file. This ensures the ability to backtrack a short distance in case of any issues without losing the entire project.

Import fully layered PSD scenes into Cartoon Animator

When starting any new animation, my initial focus is on blocking out basic character motion, with the priority on arms and leg movement, along with the character’s position on screen. What sets Cartoon Animator apart from other animation processes like traditional hand-drawn animation is its flexibility—you don’t need to tackle everything at once. I can lay out a character’s basic movement over 3,000 frames and then return to frame 1 to refine details like hand gestures, eye expressions, and head turns. With CTA, it’s a gradual process of building on a character’s performance, allowing fast and easy adjustments when required.

CHARACTER PERFORMANCE

After blocking out basic character motion, I dive into my favorite part of animating—character animation. The goal now is to meticulously refine every aspect of the character, bringing them to life in a way that gives them believability with the audience. With Cartoon Animator, I enjoy total control over every nuance of character animation, from the subtle turn of the head and focus of their eyes to shaping the mouth and eyebrows. It’s this level of control that allows for a truly immersive and realistic character performance. The more attention to detail, the more convincing the character becomes.

Employing the 2D Motion Key Editor in Cartoon Animator

Cartoon Animator operates on a cut-out puppet system for 2D animation, where character parts move around pivot points. However Reallusion provides a wealth of tools and features designed to give these puppets the feeling of traditional hand-drawn cell animation. Tools like Free Form Deformation and Spring Bones play a crucial role in breathing life into characters, creating a smooth and realistic animation experience.

I start every character’s performance by focusing on the 360 Head motion. This feature gives animators the capability to smoothly turn and rotate a character’s head, creating a simulated 3D effect. Creating custom 360 Heads for characters is easy in CTA’s Composer Mode, offering complete control over the design and face animation. To me it feels like crafting a hand puppet.

After blocking out the head motion, I return to frame one to start layering my animation. I focus on individual face parts, employing tools like Transform and Deform to alter their shape and position. The Face Detail Settings come in handy, providing absolute control over nuances such as smooth eye squints for Klaang. Paying particular attention to the finer points of movement enhances the expressiveness of a character’s performance and makes your 2D animation more professional looking.

Cartoon Animator's Face Puppetry provides complete control over facial movements

Directing your animated 2D character’s eyes towards specific points enhances believability in their performance, and Cartoon Animator’s Face Puppetry feature provides complete control over the movement of both eyes, whether together or individually. Keyframing eye movement ensures precision, allowing your character to focus exactly where you want. This method of working extends to various eye sprites, enabling quick and effortless expression changes during animation.

My goal is to always maximize the expressiveness of my animated 2D characters. So I aimed to make Klaang’s performance exaggerated and over-the-top. The challenge was to give him quick, smooth changes in his emotions, both with his body and face animation. This is where CTA’s Deform tool proves invaluable as it provided me with total control over shaping Klaang’s body parts like his mouth. The Deform Tool allows seamless blending from one mouth sprite to the next, ensuring fast and smooth transitions in expressions.

A valuable tip for achieving realistic character performance is to keep all parts of the character in motion. While modern animation often focuses on moving only essential body parts for efficiency, I love subtly tweaking every character part. This approach looks closer to traditional cell animation. For instance, when Klaang raises one arm, his shoulder lifts, the torso bends slightly for balance, and the opposing arm lowers to offset the shoulders. It’s about animating the entirety of the character. I even added a subtle wobble to Klaang’s helmet when his head moved quickly.

CHARACTER INTERACTION

One challenge I set for myself in this animation was to incorporate a lot of interaction between the character and prop. Cartoon Animator’s puppet system means that each character and prop are essentially a separate layer. The specific challenge here was figuring out how to convincingly make Klaang holding the stick or dynamite in his hand. 

To do this, I created a number of separate images of the hand holding the prop and imported them into Cartoon Animator. Then I simply link the new image to the original hand and make the original hand invisible. This way, when the character moves his arm, the new prop moves with it.   

The process for having the dog character carry the stick and dynamite in his mouth followed a similar approach. I created an additional sprite for the character’s mouth and incorporated it into the character rig, enabling seamless switching between the new mouth sprite and the ones already built in to the character. Cartoon Animator allows animators to customise characters in every conceivable way.

Tools like Free Form Deformation and Spring Bones play a crucial role in breathing life into characters

I even took the extra step of adding a specific hand prop exclusively for when Klaang pats his dog and ruffles his hair. This custom prop allowed for a more realistic interaction, with Klaang’s fingers convincingly brushing through the dog’s fur. Attention to details like this enhance the overall realism and connection to the animation for an audience.

THE FINAL TOUCH

In the final stages of my animations, I set up my actors hand gestures. Cartoon Animator offers characters two hand options. First, sprite hands allow you to seamlessly swap between pre-drawn hand gestures built into your character.

For a more advanced approach to generating hand poses, Cartoon Animator offers Bone Hands. These are fully rigged hands with their own bone structure, allowing for articulation and the creation of hand gestures using preset templates or manual adjustments of each finger bone for precise control. The use of Bone Hands ensures seamless transitions between different hand gestures, providing a high level of smoothness in the animation.

Setup actor hand gestures. Cartoon Animator offers characters two hand options

An excellent tip for every Cartoon Animator user, after completing your animation and feeling 100% satisfied, step away and leave it for 24 hours. When you return with fresh eyes, you may spot minor errors or inconsistencies, or notice a part of a character’s motion that needs improving. Taking the time to correct these minor details is crucial—what you notice, your audience might as well. Correcting these details makes the difference between a good animation and a great one.

BREAKING UP THE SCENE

For longer animated films, relying on a single static camera shot may risk losing audience attention. Cartoon Animator provides full camera control, enabling dynamic movements such as panning, zooming, and rotating at any speed. Layering scene elements with varied Z-axis values adds depth to the scene, enhancing the overall viewing experience. 

To maintain audience engagement and enhance storytelling, incorporate a variety of camera angles, ranging from wide shots to close-ups, and even use camera tracking in your animated film. The dynamic shifts in perspective will give you a more engaging and visually appealing film.

Cartoon Animator provides full camera control, enabling dynamic movements such as panning, zooming, and rotating at any speed

Camera cuts not only make a story more engaging but also serve as an effective strategy to break a longer animation into smaller files. This practice helps manage overall project size, making it more manageable and allowing for faster work. Keeping separate saves for each camera cut ensures smaller file sizes for efficient editing and reduces the risk of losing the entire project in case of a file error, as you only need to redo a small segment rather than the entire animation.

HELPFUL CARTOON ANIMATOR TOOLS

With the introduction of Cartoon Animator 5, a variety of new tools have elevated 2D animation, making the animating process much more professional. The capability to work with vector files in CTA 5 brings several advantages, such as the ability to zoom in much closer to characters without any loss of quality, blurring, or pixelation. Additionally, this update gives you control over color management, allowing animators to change colors as needed and create entirely new character looks from a single actor.

My Klaang character takes advantage of CTA5’s new Spring Bones feature, which gives automated motion to character parts and props. I applied Spring Bones to his head, giving him a jelly-like motion as he moves, and also added them to the antenna on his rocket pack, providing an extra touch of subtle movement. What makes Spring Bones fantastic is their automated motion once applied. Cartoon Animator controls their movement based on parameters you set, and you can effortlessly add Spring Bones to any character or prop yourself. The setup takes only seconds, eliminating the need for tedious keyframing of items like props, hair, and clothing—CTA handles it all for you.

Cartoon Animator Spring Bones give automated motions to character parts and props

Cartoon Animator 5 introduces another powerful tool – Free Form Deformation. This tool is a game-changer, offering the ability to apply squash and stretch to your entire character. This feature enhances the final 2D animation, making it resemble traditional hand-drawn animation rather than a cut-out puppet. Whether you want subtle motion or wildly exaggerated moves, Free Form Deformation allows you to manually apply squash and stretch to characters and props. You can also leverage one of the many premade templates provided in CTA5. How you use it is up to you, but Free Form Deformation adds that perfect touch to your 2D animation.

Free Form Deformation offers the ability to apply squash and stretch to your entire character

THINKING OUTSIDE THE BOX

The key to making your 2D animations more professional is to think outside the box. Take what Cartoon Animator provides and then think about how it can be creatively used. For instance, I had the idea of capturing a quick shot of Klaang turning to the camera with his body following his head. However the character’s body is a flat cut-out puppet, meaning a body turn cannot be accomplished. 

So to achieve a turning shot where Klaang’s body follows his head, I approached it by repurposing the 360 Head model. Instead of using it as a head, I transformed it into a body. Setting up the layers for the body, similar to creating a head, ensured that the parts would move into position correctly as the body turned and rotated. The process is very straightforward. I then added a copy of Klaang’s original head on top of the new 360 Body model and linked them together. This allowed me to animate his head turn and synchronize the body turn to match. When the footage was cut together, it seamlessly appeared as if it was the same character throughout the shot.

Repurposing the 360 Head Creator on the body

I applied this same process to create the UFO model. I really wanted the UFO to rock back and forth as the dynamite hit, so I knew I needed a more three-dimensional appearance in its movement. Employing the 360 Head model once again, I transformed it into the UFO. This allowed me to rotate and turn the UFO in any direction, creating the illusion of a 2D prop moving in three-dimensional space.

My advice to fellow CTA users is always, don’t ask, “Can CTA do this?” but rather, think, “How can I make CTA do this?” If you can imagine it, Cartoon Animator can make it happen. Sometimes, a touch of creativity is all you need.

HELP FROM DECLAN WALSH

One of my favorite Cartoon Animator developers and animators is Declan Walsh from Dex Art. With a background in traditional 2D animation as a Disney animator, Declan’s animated effects like smoke, water, and fire are unparalleled. For the final UFO explosion, I enlisted Declan’s expertise to achieve a traditional animated effect. Declan rose to the challenge and delivered an incredible frame-by-frame sequence of the UFO exploding. You can use a similar approach in Cartoon Animator by creating your own animated props. Simply import a sequence of frames and using Collect Clip you can animate them at the press of a button.

Using Disney animator, Declan Walsh's animated effects in Cartoon Animator

EDITING AND SOUND

After completing my animation, I exported each individual clip as a 4K MP4 file and then edited them together using my preferred editing software, Pinnacle. However, there are numerous editing software packages available, so you can choose the one that best suits your needs.

For music and sound effects I subscribe to a site called Audio Blocks which has everything I could ever wish for in the way of sound.

Editing sound and effects for Cartoon Animator clips

CONCLUSIONS

I’ve been using Cartoon Animator for 2D animation for over a decade. I stick with CTA because it allows me to create animation quickly, enjoyably, and effortlessly, but still gives me a wealth of powerful tools to help me fine tune my animation and get the results I want. Its user-friendly functionality means I’m not weighed down by technical details, allowing me to focus on the creative aspect of animation. As a creative individual, I simply want to animate and have fun, and CTA enables just that.

Reallusion consistently adds more tools and features to CTA, with many free updates in each software version. New tools in CT5, such as vector scaling, color management, spring bones, free form deformation, and motion pilot, provide me with greater control over every aspect of animation. In many cases, these tools automate parts of the animation process, speeding up production time and allowing me to concentrate on essential aspects like character animation.

With Cartoon Animator you can level up your 2D animations to a much higher standard.

Discover other 2D animation tutorials from Garry including how Anyone can Create Professional Animations with Cartoon Animator 5.

2D Animation Software for Cartoon Maker | Cartoon Animator

FREE for 30 days & get 1,700+ ready-made assets:

2D Animation Software Download | Cartoon Animator

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This article is also featured on Cartoon Brew.

AAA QUALITY Game Characters with ZBrush Facetools for Character Creator – Neriverse

Welcome to Neriverso, where the captivating world of video games meets the expertise of Neri Neto, a seasoned technology journalist and skilled game programmer. Through Neriverso, Neri shares his profound insights and boundless passion for everything he adores.

As a dedicated game programmer, Neri has lent his talents to numerous indie projects, crafting engaging mechanics and contributing to the development of captivating titles. Embrace the Neriverse and embark on a journey fueled by Neri Neto’s unwavering enthusiasm and commitment to his craft and community.

In his latest video, Brazilian game developer and content creator Neri Neto – covers the new ZBrush Facetools for Character Creator, highlighting how AAA studios now have complete control to create characters IPs with ZBrush and Character Creator.

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iClone for Beginners, Amateurs & Professional Animators

For new animators, the world of 3D animation can be a complex maze of conflicting information while longtime pros are just wanting to get the job done professionally as soon as possible.  There was a time when these two groups needed different software but now, iClone provides a solution for beginners needing software that is easier to use and for long-term professionals that require software that gives them more control.

The former group needs a few “easy buttons” to get started and not be discouraged along the way. The latter group needs software capable of filling professional needs with tools that help and complement their skills. The problem with easy software was the limitations of being somewhat “locked down” without a lot of control. The more robust, hence more expensive, applications had the tools and freedom to work but also much harder to learn with a huge, and sometimes long, learning curve.

By the time you learn the software, the creative urge could be long gone. Let’s not forget the almost prohibitive costs if you weren’t using the software commercially. This why beginning and amateur animators were left out until iClone came along.

iClone started as a low poly application for inexperienced animators with its drag-and-drop characters and motions. You could make a video in a few hours even if you had never seen the software before. The original version also had a powerful image-to-face tool that could make a character look very close to the image. I discovered iClone in version one and have used it ever since while watching it mature into a powerful animation tool.

iClone’s tools and features can be used by beginners and pros but below I will break down some of the standout features and tools in terms of how they can be useful for each group. Just because a tool or feature is listed in a certain group doesn’t mean they won’t offer features both groups can find valuable, and many tools not listed can be used by anyone, so this is not an inclusive group of everything iClone has to offer. I had to cut it off somewhere or this was going to turn into a novel-length article as iClone is that feature-packed.

FOR BEGINNING AND AMATEUR ANIMATORS

DRAG AND DROP EASE OF USE

Drag and Drop is an aspect of iClone that is not fully appreciated until you work with software. It’s much more than just drag and drop a character into the scene. You can drag and drop almost everything including a right-click-based menu system for working with 2D images in a 3D environment to point to where the images should go or how they should be used.  

We can drag and drop the character then drag and drop a motion or series of motions on the character to animate it. Then we can drag and drop textures onto the characters, props, and accessories. Drag and drop videos onto objects. Almost anything that can be loaded into the scene via a menu can also be dragged and dropped directly into the scene for fast deployment and scene creation.

SMART CONTENT MANAGER

The Smart Content Manager is shared by iClone and Character Creator with its own section in each application. This gives us the ability to manage our 3D assets like characters, props, and accessories across both applications with multiple locations and drives with a few simple settings. It doesn’t matter if iClone, Character Creator, or the 3D assets are installed on your main drive, or another drive the Smart Content Manager makes sure that new assets saved from either application are available to both applications without duplication.

The Smart Content Manager keeps your content organized by type of asset with quick access via visual or search. It keeps track of what content you’ve downloaded locally and versus content owned but not downloaded. If you are trying to save storage space this feature can help by allowing you to download only what you need to save disk space. You can use the robust search feature to find items too.

The Smart Content Manager not only downloads your assets on demand, but it also keeps them updated via notifications that a pack or packs need to be updated. You can also package your content into virtual content packs for ease of identifying or searching for a certain group or genre of content.

PREMADE MOTIONS

This is one of the real gems for beginning animators. The ability to drop a premade motion directly onto the character at the time it is needed cannot be overstated if you have never animated anything before. If you have never heard of a timeline or worked with a 3D character, then there is a lot to take in at first.

Being able to drag and drop a motion at the proper time takes out the complexity of learning the timeline before animating anything at all. In fact, a new animator can drop a series of motions at the right time and animate a character with barely a grasp of the timeline at all.

This allows the new animator to be productive, to get something done for the gratification of another skilled learned instead of the frustration of more time spent learning and not animating.

There is also the bonus of a large library of motions available from the Content Store, ActorCore, or Marketplace as well as a generous assortment of motions that come with iClone for general animation and the Motion Director.

CROWD SIM & ACTOR GROUPS

The Crowd Simulation is a feature that is listed for both beginners and professionals as it can be very simple to use for small crowds, street scenes, and audiences while still being able to create a crowd that can fill the needs of a professional. An easy-to-use system of creating NavMesh and walkways can be quickly grasped with little learning curve.

Creating and using Actor Groups is another easy and time-saving way to create parts of a crowd that you can reuse or randomize depending on the crowd type. Some Actor Groups loop motion to the end of the timeline if needed and don’t require knowledge of the Motion Director for group movement.

This makes Actor Groups an ideal tool for beginners to quickly populate a scene with characters while remaining a robust crowd simulation tool for pros.

iClone Crowd Simulation Tutorials

MOTION DIRECTOR FOR BEGINNERS AND AMATEURS

Motion Director is a tool that beginners can use for simplified tasks like the point-and-click movement of a character or characters or containing a small crowd within the confines of a prop like a floor or street. Motion Director works in close collaboration with the Crowd Sim tool, but it can also move an individual character around with a gamepad, keyboard, area prop, or point click movement depending on the setup.

Beginners can benefit from learning the tool over time starting with simple point-and-click navigation to move a character and from there create more complex uses as they learn the features.

PROP DISTRIBUTOR

The Prop Distributor tool is another time and labor-saving tool that scatters props and just about anything you can attach to a prop across a landscape, room, or other parts of a scene within certain provided parameters. Like most iClone tools it is easy to use with little to no learning curve.

You can fill a landscape with rocks or use a path to place streetlights along a boulevard. The Prop Distributor can work with paths to streamline the creation of repetitive items like guardrails, utility poles, and other items that fill a scene, even traffic cones and barriers. The Prop Distributor takes over the tedious task of placing repetitive objects over an area and saves the aggravation of having to place those props one at a time.

FOR PROFESSIONAL ANIMATORS

PRECISION CURVE EDITOR

The curve editor is a tool used to manipulate the timing and motion of animated objects or characters. It allows animators to control how attributes such as position, rotation, scale, and other parameters change over time. Curve editors are essential tools for animators to create realistic and expressive animations by precisely controlling the timing and motion of animated objects or characters.

With a curve editor, we can adjust the timing and interpolation of keyframes to create smooth motion. We can also control the timing and easing of animations for realistic movement with acceleration, deceleration, and other dynamic effects.

We can create our own custom animation style that can be applied to other projects.

If you are a pro reading this then you already know what a curve editor can do and why it is necessary for consistent animation, so I won’t belabor the point any longer. If you are a beginner reading this with no idea what this is all about you can rest assured that you will find out what a curve editor is eventually when you have enough background to grasp the concept. Until then it’s not something you have to know to animate.

MOCAP (MOTION CAPTURE)

The free Motion Live plug-in interfaces with many of the industry’s leading mocap solutions including mocap suits and gloves, webcam, and iPhone tracking. Motion LIVE is the go-between that connects your motion capture gear to iClone for editing. You can also export to Maya, 3DS MAX, Blender, Cinema 4D, Unreal Engine, Unity and CRYENGINE.

Also available is the accuFACE commercial facial mocap plug-in that tracks facial movements from live or recorded video and multiple sources. iClone is built for using mocap and is a core feature of the application.

PIPELINES & PLUG-INS

Reallusion has strived to make iClone as pipeline-friendly as possible with plug-ins and add-ons.  There is a wide range of industry-leading animation, modeling, and rendering software compatible with iClone including NVIDIA (Omniverse), Unreal Engine, Unity, Blender, MotionBuilder, Maya, and Substance Painter.

iClone is also Python-friendly for authoring custom or commercial plug-ins and already has a library of free and commercial Python-based plug-ins.

There is also direct or drag-and-drop industry standard FBX import of assets that can include baked-in animation.

CROWD SIM & ACTOR GROUPS FOR PROFESSIONALS

The Crowd Sim feature can be used by novices, but it excels in the hands of an experienced animator who understands optimization and decimation along with using Motion Director for complex walkway crowds. Paths can be created, then widened for walkways and inter-connected with choices in direction of travel and number of pedestrians.

With Level of Detail choices from 17K to 7K to 800 KB (or custom settings) you can layer a crowd of high-quality characters close to the camera with medium resolution characters filling in the midrange and the extremely low poly characters as filler far in the background.

With custom Actor Groups you can create various groups of sitting characters for audiences or sidewalk café tables and chairs, street benches, and other areas of the public that attract sitting crowds. Mix all of this with easily created random area crowds using a self-generated NavMesh or volume and you will have a complex crowd of people that add life to any scene.

Custom Actor Groups also allow us to create genre-specific groups with appropriate props like science fiction, western, or Steampunk to name just a few. It would be easy to drag in a Steampunk hot air balloon with a couple of Steampunk characters to create base or random groups that can be randomized upon deployment to fill the sky with hot air balloons. These custom Actor Groups are only limited by our imagination in that respect.

MOTION DIRECTOR FOR PROS

Like the Crowd Sim and Actor Groups, Motion Director can complement the skills of a professional by taking on the workload of animating large groups.

Motion Director does so many things that it is difficult to list it all. You can animate NPC players via Path, Zone, or Follow Object. There is a Live Camera Switch with nine camera views for quick switching. Characters react to surface changes without editing and you can use either a keyboard and mouse or a gamepad for control.

There is a lot more to Motion Director than I have space to write about so visit the Motion Director webpage for more information.

SUMMARY

I need to stress again that this is not a complete list of iClone features and tools. There is an extensive 3D Facial Expression System and Dynamic Wrinkles for a more emotive performance. Animation layers are another power tool that lets animators work with and record specific parts of a character instead of all at once.  AccuLips provides professional lip sync from an audio file that detects and generates precise text and visemes from audio.

In fact, there are so many tools and features in iClone that Reallusion has provided hours and hours of tutorials from in-house experts, industry professionals, and power users to provide you with a jumpstart on each topic. Reallusion Courses provides top-tier training and tips to reduce the frustration of learning a new application or skill.

This article is loaded with links to more information and tutorials regarding iClone and its related plug-ins so what are you waiting for? Take the plunge and download the free trial today!

MD McCallum - WarLord

MD McCallum – WarLord

Digital Artist MD “Mike” McCallum, aka WarLord, is a longtime iClone user. Having authored free tutorials for iClone in its early years and selected to write the iClone Beginners Guide from Packt Publishing in 2011, he was fortunate enough to meet and exchange tricks and tips with users from all over the world and loves to share this information with other users. He has authored hundreds of articles on iClone and digital art in general while reviewing some of the most popular software and hardware in the world. He has been published in many of the leading 3D online and print magazines while staying true to his biggest passion, 3D animation. For more information click here.

Unreal Live Link 1.3 for iClone 8 Launch as Free Upgrades

Unreal Live Link 1.3 for iClone 8 Launch as Free Upgrades

What’s New with Unreal Live Link 1.3 Upgrade?

Faster, smoother, and more versatile – the latest upgrade of Unreal Live Link 1.3 for iClone is here, now supporting the latest Unreal 5.3 and addressing industry pain points head-on. A notable improvement is overhauling the Live Link transfer process to support masses of characters with speed and stability.

Moreover, our latest upgrade addresses challenges encountered during animation recording in the Unreal Engine Sequencer. This ensures improved performance across diverse scenarios, even when handling multiple full-body rigs at once. Additional streamlining of the manual data setup process necessary for transferring motion to Unreal Engine projects will also improve efficiency — particularly for interdisciplinary collaborations between team members and individual contributors. By offering these improvements for free, Reallusion hopes to provide a smoother and more enjoyable user experience.

Improved Transfer

Live Link 1.3 brings swift parallel processing for iClone FBX to Unreal exchange, guaranteeing seamless editing within iClone and expedited transfer speeds. Direct import within the Unreal Editor provides transparent and informative updates on the transfer process.

Automated Sequencer Construction

Live Link 1.3 enables the effortless utilization of multi-pass exports from iClone scene group manager. Furthermore, camera data can seamlessly transfer and switch from iClone to Unreal, accelerating the entire animation workflow.

Refined Sequencer Positioning

Both static and dynamic objects can be attached to an iClone origin and repositioned independently within Unreal with ease. Whether fine-tuning the placement of key elements or orchestrating dynamic movements, this upgrade transcends complications. Grouped animations from iClone can also be independently transferred and positioned in Unreal, giving artists the final say in scene and shot composition.

Highlight Features of Live Link 1.3

Enhanced Transfer Efficiency

Unreal Live Link 1.3 - Speedy Transfer
  • The Live Link enhancements feature parallel processing for both iClone FBX export and Unreal FBX import, guaranteeing uninterrupted editing in iClone while transfers seamlessly proceed.
  • For the Unreal Engine Editor, the transfer progress bar has been enhanced to provide detailed real-time updates regarding import statuses.
  • For handling extensive crowd scenes, a new option called “Exclude Morph Targets” is available to accelerate transfers by excluding expression data.
Sequencer Creation & Crowd Sim Pipeline Unreal 5 | Unreal Live Link 1.3 Tutorial

Streamlined Sequencer Management

Automatic Sequencer Creation

Users now have the ability to opt for the “Create Sequencer” feature while performing motion transfer, seamlessly consolidating characters, props, and cameras into Sequencer objects within Unreal, streamlining the process of cinematic animation rendering.

Multi-pass export

Utilizing iClone’s scene group management, individual passes can be merged under the master sequencer as sub-sequencers for added convenience in Unreal.

Unreal Live Link 1.3 - Multi-pass export

Effortless Camera Handling

Cameras, along with their motion, can be imported with a single click during the Sequencer creation process. Additionally, iClone’s camera switching data seamlessly transitions to the “Camera Cut” track in the Sequencer.

Flexible Repositioning

The place of action for Sequencer objects can be defined by attaching them to the iClone origin, which enables manual positioning in Unreal. This feature goes beyond static objects to include dynamic bodies such as moving vehicles. Unreal Engine objects can now influence iClone animations during runtime, allowing for the polishing of character animations within iClone.

Positioning with iClone Origin in UE5 | Unreal Live Link 1.3 Tutorial

Installation Guide

To fully install iClone Unreal Live Link, please make sure to prepare the latest version of the following software.

  • iClone 8.4 (8.4.2505.1) – install from Reallusion HUB
  • Unreal Live Link Plug-in for iClone 1.3 (1.3.2530.1) – Install from Reallusion HUB. If you have a previous version installed, make sure to update it by selecting “Updates” in the HUB.
  • iClone Live Link plugin for Unreal 1.6 – Download and install from Unreal Marketplace / Unreal Launcher
  • Auto Setup for Unreal 1.33 (1.33.6129.1) – Download and manually copy folders to the Unreal project. Refer to the provided guide for instructions.

For a comprehensive installation guide, refer to the manual and tutorials listed below:

Learn more about iClone Unreal Live Link:

Unreal Live Link 1.3 for iClone

Large Crowds in iClone

The new Crowd Sim in iClone 8.4 has been enthusiastically received by the iClone community since its release. It is now easier than ever to add crowd filler to indoor and outdoor scenes to give more movement, more action, and more life to a scene. While I haven’t yet released my full review of the crowd sim (still experimenting with certain aspects of it) I have been more than pleasantly surprised with its ability generate mesh-based crowds in little time.

From a handful of pedestrians and seated characters to armies running into the hundreds, I have had few problems and practically no learning curve (my favorite thing about Reallusion products) as I have tested many different scenarios involving different-sized crowds. A lot of those scenes have used anywhere from a dozen or fewer actors to over 700 mixed LOD 1 (7K) and LOD 2 (800 KB) characters decimated and optimized in Character Creator 4. iClone handled these crowds just fine but when switching to Edit mode on a few hundred characters be prepared to wait a minute or so.

Yes, I know. A minute or so can seem like forever but I am talking about changing hundreds of Lite meshes to edit to make changes or duplicate. These edits can be slow due to the sheer computational load placed on the computer. Once switched back to Lite mode iClone is back to normal.

One thing to keep in mind is that while the new Crowd Sim can create filler crowds it is not designed to create massive crowds like armies or stadium crowds in the thousands or tens of thousands. As usual with new 3D tools, you give us an inch and we’ll want a mile because we always want more. So let’s take a look at the difference between these massive high-end crowd generators versus the Crowd Sim.

HIGH-END CROWD GENERATORS

When you look at crowd solutions like Massive for Maya priced at $3500, $500 for monthly rental, uCrowd at €1,600 per month, Golaem (an incredible crowd tool) comes in at €7,000 per year while Goaem Lite can be rented for €1000 per year you can see the major problem. None of these are what we might call “budget-friendly” unless you are using them commercially to support the cost.

Simulating huge crowds is hard to justify for the average amateur or home animator and is out of the reach of a lot of freelancers who would love to work at this level of crowd creation. I can spend way too much time playing around… err… experimenting with these types of crowd generators instead of getting the work done but the budget for these tools just isn’t there unless it is baked into a contract or provided by your employer.

Most of these heavyweight and high-price tools rely on a variety of ways to bring down the poly count like basing the crowd on a particle system with lower computational overhead. Crowd agents, proxies, and other means are used to produce mixed crowds that are not generally one hundred percent mesh based as are crowd sims like iClone.

One of the reasons 3D crowds in triple AAA productions seem to flow is because they do. In some cases, the particle simulation is almost like flowing water with the crowd being deflected by large objects while moving others smaller objects with their flow. Anyone that worked with fluid simulations can recognize that flowing movement and yes it looks great in the right situation… with the right budget or a rich grandmother who throws money at you.

How did Reallusion work on the crowd problem to give us what we have? Knowing this company and its leadership, I would bet this was long ago baked into a roadmap of future research and development because we needed some other tools like Optimize and Decimate along with the powerful Motion Director tool to get the system we have today. I would be very surprised if the Crowd Sim “just happened” because few things at Reallusion just happen without planning but it could also be the natural evolution of the prior tools and Reallusion adapted the roadmap for it. Either way, we’ve wanted a crowd sim and now we’ve got a crowd sim.

LITE MODE

Lite Mode, to me, answered my question of how they pulled this off. Many of us have tried other solutions like the crowd generator in 3DS Max (too limited) and Anima Crowd (a bit clunky and can be a hassle to get characters and assets into). We always ran into a wall as to how many characters iClone could handle as it was easy to create the crowd, but it could bring iClone to a crawl if it had too many characters.

It didn’t seem to matter so much about the poly count as it did the number of characters we were trying to use. Past a certain point… usually somewhere between 50 to 100 characters, iClone would start protesting and staging a work slowdown until you gave it something less resource-intensive or just grind on through the process. Lite mode solves this problem as explained below.

EDIT MODE VS. LITE MODE

Whenever you can’t edit a group of characters created with the Crowd Sim that is due to the new modes and this is where these modes come into play. The Lite mode flattens everything but the transform animation to reduce the computational overhead to provide a smoother real-time playback and working experience.

From the Manual

  • When in Lite mode, the only feature left for the characters is the Transform settings.
  • All the character’s animation-related settings or effects will be temporarily flattened and inaccessible in the Lite mode.
  • You can only see the Transform track in the timeline.
  • If the character animations utilize constraints, such as Reach or Link, then perform Flatten All Motions with Constraint before converting the character to Lite mode.

Now don’t panic. When it says it flattened the animation-related settings, making them inaccessible, it doesn’t mean you’ve lost all that animation information. Just select the character or characters and press the Edit Mode button to get all that back in editable form.

This is a lot easier than you may think. While working with a 735-character Roman Legion army I created groups of 49 (7 X 7 rows and columns) evenly spaced which is very easily done in the Crowd Sim. I needed to make some changes including duplicating the groups instead of generating them every time. I could easily select a group or groups and press the Edit mode button giving me back control to make extensive edits.

Just don’t forget to change them back to Lite mode when finished.

TIP – Don’t panic. If you can’t control or edit a crowd-generated character or characters you need to select that character or characters and change them to Edit mode. Lite mode only allows for the transform to be available. Everything else is flattened unless you go into Edit mode.

WALKERS & STORMTROOPERS

One of my early attempts was a Star Wars-themed crowd with Stormtroopers and bipedal Walkers. Out of necessity, I altered the knees to go forward instead of backward as they were originally. This was so the walkers could access iClone motions including the same motion as the Stormtroopers.

I rigged the AT-ST/A Walker with AccuRIG in Character Creator 4 and masked out the bones from the pelvis upward. You could leave those bones active and possibly rotate the weapons on each side, but time was short, so I used masking to eliminate unforeseen problems with “ghost bones” that are not being used.

I created a custom Actor Group with a Walker and several Stormtroopers so I could drag and drop the Actor Group, with randomization options, onto the battlefield in a skirmish line with forward elements. I used three groups that totaled three Walkers and around 100 Stormtroopers which gave iClone absolutely no problems. It ran the scene as it would any without a sign of trouble. A very pleasant surprise.

As you can see from the image above right, I have only used the legs (white bones) and masked out all the bones from there up to the head (black bones) to quash unneeded movement from human walking motions which opens the iClone motions library for use with the Walker.

WARNING: VIDEO BELOW CONTAINS AUDIO

Stormtrooper

ROMAN LEGION

After this, I went back in time a bit to create a Roman Legion from Xurge 3D’s excellent Julius Ceasar outfit in the Marketplace. I created 5 variations of Roman soldiers at 7K and 800 KB. This allowed the army to have one 49-man 7K unit close to the camera and the other 800 KB units around and behind that main unit as the camera pulled back.

I added a higher quality character closer to the camera riding horseback, inspecting the Legionnaires. The horse is an older iClone prop, Warhorse, with built-in animations. The 736-character scene (including the main character) gave iClone no problems until I added the old, inefficient, physic-enabled banners. That slowed real-time playback and added hours to the render. With the banners set to smooth it rendered in about half an hour. In fairness, those banners were ancient, from the old Bullet physics engine, and were way too heavy in polycount.

WARNING: VIDEO BELOW CONTAINS AUDIO

A 735-character army may not seem huge but 735 people in a street scene would be extremely busy so keep all this in context. A lot of scenes are not going to require thousands or even hundreds of characters as you don’t want to make a scene so busy it’s hard to keep up with the characters and the story they weave.

I haven’t finished stress testing the Crowd Sim yet, but I also haven’t come into a scenario where iClone couldn’t handle a crowd once it was all in Lite mode. Edit mode can be slow if you open 400 hundred characters at once in Edit but iClone never crashed. I could move them, duplicate them, and work with them, it just took some time, but I was trying this in the extreme for testing.

The new Crowd Sim is just what we needed without having to shell out big bucks for an extensive crowd system that probably wouldn’t be blessed with iClone’s well-known simplicity. For those that want Lord of the Rings-size armies, you can always create them in iClone and use the multi-take recording in Unreal Engine.

MD McCallum - WarLord

MD McCallum – WarLord

Digital Artist MD “Mike” McCallum, aka WarLord, is a longtime iClone user. Having authored free tutorials for iClone in its early years and selected to write the iClone Beginners Guide from Packt Publishing in 2011, he was fortunate enough to meet and exchange tricks and tips with users from all over the world and loves to share this information with other users. He has authored hundreds of articles on iClone and digital art in general while reviewing some of the most popular software and hardware in the world. He has been published in many of the leading 3D online and print magazines while staying true to his biggest passion, 3D animation. For more information click here.