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Creating A Character In Studio Max 2016 For iClone 6 Via 3DXChange 6


In this brief but comprehensive tutorial, we will take you through creating a character in Studio Max using the Extended Primitive Capsule as the basis for the character shape and body. Then we will add a biped to the mesh. Attach the two separate pieces of the mesh as one and add a Skin modifier to hold the bones of the biped. No envelope tweaking or extreme vertex shaping for this character. Just straightforward skinning and off to 3DXchange 6 for conversion to the iClone format. All in less than 15 minutes.

Since we used the Studio Max Biped for a skeleton, we can simply choose the Studio Max setting in the 3DXchange 6 dropdown menu to map the bones in the blink of an eye. A few more clicks and we have a working character in iClone 6 ready for motions or keyframing like any iClone character. You can also dress up the character with iClone accessories. If you can imagine an object as a bipedal character then you can use this tutorial as the basis to create many whimsical and perhaps even terrifying characters.

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