Former Activision Animator brings AAA Game Studio Skills to iClone Motion Content

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Kristopher Patrick Peterson (Explosive)

I went to school for 3D animation shortly after the movie Jurassic Park came out and I knew that’s what I wanted to do.

I got my first official industry job in 1999 at a local post-production studio. I was there for over a year, and then I went to work in a very small game studio working on budget titles.

I’ve always loved games and have been modding and creating levels and extra content for them for as long as I can remember. Since then I’ve gone on to become a Lead Animator at Raven Software of Activision, worked on the CrunchyRoll #1 Anime: RWBY, and also worked on a few seasons of Red vs Blue, and now create content for iClone as a Featured Content Developer.

Create Pro-Level Facial Animation in iClone 7

3DWorld_high  Tutorial

Mike Sherwood describes how to get the best out of iClone’s powerful new facial animation tools

This tutorial will take you through the many tools and techniques available for facial animation in iClone 7 – including lipsync, keyframing, puppetry, and mocap – as well as timeline editing. I’ll also describe ways to mix the different techniques to improve workflow, as well as how to fix and refine animation at any point in the timeline.

Working purely in iClone 7 with a pre-built character creator model which has been additionally polished in Photoshop and Sculptris, the tutorial will apply to any iClone/ CC characters or any non-standard human characters which have been brought into iClone and correctly set up for facial expressions via 3DXchange.

‘Out of the box’, iClone 7 provides a uniquely comprehensive toolset for facial animation which can be used at many levels – from rapid ‘blocking in’ of expression keyframes through to subtle face puppetry and motion capture.

Probably the most important thing to understand is that these techniques can be used separately, or together – depending on the results you’re aiming for. You can produce decent animation extremely quickly just by using one of the tools – or you can spend time combining different tools and refining the animation, right down to the nervous twitch of a character’s lip or eyelid.

For more information about iClone and other Reallusion products, visit http://www.reallusion.com

Computer Engineer turns iClone Content into thriving Online Business

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Profile_Guy_Langlois.jpgGuy Langlois (Bigboss)

I am a computer engineer with a master’s degree in Business and Administration (MBA).

I work as an Agile practitioner and executive in a world-leading organization specialized in the development of high-end, on-line 3D video games for the entertainment industry.

Aside from work, I play in a rock band, and I contribute to the iClone industry as a Certified Content Developer by applying my engineering skills, business experience and creativity to the creation of exclusive Character Creator Cloths for iClone characters and miscellaneous derived specialized iClone products.

 

NEW CrazyTalk Animator 3.2 Graphic Design and Animation Photoshop Pipeline

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CrazyTalk Animator 3.2 update provides a total Photoshop PSD in-and-out solution to not only help 2D Animators, but also Graphic Designers. Save lots of time on character creation and animated content development thanks to a round-trip PSD pipeline that can bring artwork to life through source animation file editing with Photoshop’s powerful editing features.

Watch Video: CrazyTalk Animator & Photoshop

Industry Veteran, M.D. McCallum talks 20-Years in 3D and working with iClone.

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WarLord (M.D. McCallum)

I have recently retired after 20+ years as a digital 2D/3D freelancer working for a handful of studios, and then mainly indie work in the latter years.

I’ve done plenty of grunt work in the trenches from rigging animation panels for senior animators when I first started to create scenes, props, and characters.

I have used iClone since version 1 and I’ve worked with Reallusion in the past on white papers, content, demos, and training. It’s always been a pleasant experience as I have never had a company listen so well to what its users want. iClone has grown from an animation gimmick to a powerful animation tool that has listened to its customer base, with a proper roadmap that has got it to this point.

Chad Schoonover, animator – Digital Domain, House of Moves & The Third Floor – Unreal Game Character Tutorial

chad_03“iClone 7 is crazy-fast!” 

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“Creating game characters and animation is a snap for Unreal.  There’s lots of tools out there for animation, but iClone 7 just does it a bit faster and the characters look great inside the real-time PBR viewport while I’m animating.”

Learn how to create and animate game characters for the Unreal engine UE4 with iClone.

PDFChad Schoonover’s 10 video tutorial series will show the process to create and animate Character Creator characters for iClone, motion editing in Motion Builder and iClone compared and preparing characters for export to Unreal.

The entire process workflow is documented by Chad, just as he has documented the process for animation studio teams he has lead.  Chad uses screenshots to detail the path to Unreal from iClone. Download PDF here. Reallusion_CC2iC2UE4

Playlist of 10 videos including an introduction.

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System Programmer develops Anatomically Correct Characters for iClone

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Vit3D

I graduated as a system programmer but became fond of computer 3D graphics.

At first, I started to work as 3D modeler and designer in a small company which created short advertising clips for TV channels. During that time personal computers were not so powerful but since computer graphics was something new for public, our clips were rather popular.

Since 2010,  I have been creating iClone content that focuses on realistic-human characters as I have good knowledge of human anatomy and this helps me a lot in making my characters more real for the iClone community.

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