Options
Centralize pivots to individual mesh nodes
Some of the 3D applications may export files in which all the mesh nodes have their pivot set to the origin of the scene. This can cause the particles in iClone fail to be attached to the target node correctly. You must attach and move the particle to the desired position.
To solve this problem, you may check Centralize pivots to individual mesh nodes box when you export VNS files by means of 3DXchange.
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Uncheck “Centralize pivots to individual mesh nodes”
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Import OBJ files with five nodes.
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(In 3DXchange)
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Export and uncheck the “Centralize pivots…” box.
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Apply the new prop in iClone and attach 5 fire particles to these five nodes.
Since the pivots of the nodes are all set to the origin, the particles are also attached to the origin.
(In iClone)
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Check “Centralize pivots to individual mesh nodes”
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Import the same OBJ file again.
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Export and check the “Centralize pivots…” box.
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Apply the new prop in iClone and attach 5 fire particles to these five nodes.
Since the pivots are adjusted back to the center of the mesh nodes, the particles are attached to the center of the candles.
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(In iClone)
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Adjust the Y-transition of the particles.
(In iClone)
Note:
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If the node of the source 3DS files contains motion clips, check this box can cause the motion clips to be removed.
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When the imported file has skin bone nodes, this function will be disabled to prevent these nodes from being excluded accidentally.
Max. texture size
The Max. texture size decides the texture resolution shown in the iClone. The higher the resolution is, the better result you get in iClone.
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Original look in 3DXchange |
Export 256 x 256 texture |
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Export 1024 x 1024 texture |
Export 4096 x 4096 texture |