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iClone 8

New Features Introduction

Revision : Jan 24, 2022

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Major New Features

  1. Motion Director - Play to Animate

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iClone 8 Work in Progress: Part One

iClone 8 Work in Progress: Part Two

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Motion Director - Play to Animate

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Motion Director

The new Motion Director system debuts game-play controls to drive characters, apply motion triggers and dynamic cameras to direct scenes in real-time.

⓵ Game Player Control

Click to move: pick target player, and move along the waypoints.

Gamepad directing: move the player with natural turning in all directions.

Runtime camera switch: direct scenes in real-time, and create immediate cinematics.

WASD hotkey convention: common game key controls.

⓶ NPC Control: Path, Auto Path Zone, Script, Follow

Move NPC along a set path, and circle along a loop.

Automatically animate NPC in a region with random movement or idle motion.

Automatically animate NPC by following a character, with adjustable follow distance and catch-up speed.

⓷ Data Manager to Activate/Expand Motions

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Explore More about Motion Director

Check this document for detailed introduction to Motion Director.

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Motion-based Innovations

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Index - Motion-based Innovations

2 New HumanIK Control

  • New Control Experience
    • New Control Rig
    • Advanced Foot and Hand Pose Control
    • Precisely Pin Control and Presets for any Motion Editing
    • User Experience Enhancement
  • End Effector & Handkey Motion
  • Pose Mixer NEW!
    • Still Art/ Mirror Pose
    • Animation Layer Key

1 Motion Editing

  • Motion Blending & Alignment
    • Auto Motion Alignment
    • Motion Direction Control
    • Bi-Direction blending for smooth motion transition
    • Auto-extend Looping Animation and Keep Motion Moving Forward
  • Multiple Animation Layer Editing
  • Others
    • Mirror Motion
    • Playback Speed
    • Motion & Expression Tracks NEW!

3 Interaction

4 Curve Editor (Built-in) NEW!

foot sliding, asymmetric walk, off-pacing

5 Motion Pipeline

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Motion Editing

iClone 8 offers massive innovation for motion creation and editing. It provides powerful editing capabilities while keeping the process simple and intuitive. No matter if you are new to the 3D industry or if you are a veteran of professional tools like Maya or MotionBuilder, you will find the best of worlds in the powerful motion functionalities of iClone 8.

Part 1: Motion Blending & Alignment

Motion changing will need to flow well, with the ability to control the direction, and prevent jittering on extended clips.

  • Auto Motion Alignment: Automatically attempts to align the positions and directions of applied and duplicated motions.
  • Motion Direction Control: The directional flow of the motion is entirely under your control.
  • Bi-direction Transition Blending: Mitigates transition juddering between vastly different motion clips.
  • Auto-extend Looping Animation: keep motion moving forward.

Part 2: Multiple Animation Layer Editing

  • Needs sufficient stability, high degree of freedom, and manageability.

Part 3: Others

  • Clip Loop behavior improvements, motion mirroring, quick/slow mode, and motion and expression tracks.

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Auto Motion Alignment for Quick Motion Layout

Motion Editing | Part 1: Motion Blending & Alignment

The goal here is to have the motions flow smoothly from one to another.

It takes into consideration, the last position from the previous motion, or the position and direction of continuous motion to create a smooth linkage.

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Auto Motion Alignment

  • Align Position Only: Only considers the position of the character from the last clip when applying additional motion clips.
  • Align Position and Direction: Considers the position and orientation of the character form the last clip when applying additional motion clips.

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Motion Direction Control

Motion Editing | Part 1: Motion Blending & Alignment

The directional flow of the motion is decided by you.

You can use the transform gizmo to directly adjust the direction and position of the character during motion clip transitions.

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Motion Direction Control

Use the transform gizmo to directly adjust the direction and position of the character during motion clip transitions.

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The pivot would usually need to be matched after the character makes a turn.

The current character’s motion.

Bi-directional forward and backwards motion matching.

The matched body parts and elements.

Every clip allows you to enter specific translation and rotation parameters.

Position

Direction

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Bi-directional Blending for Smooth Clip Transition

Motion Editing | Part 1: Motion Blending & Alignment

It allows vastly different motion clips to blend seamlessly into a more natural sequence of transitions.

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The controls are built right onto the overlapping clips. At first glance, it may seem complicated but actual operation is quite simple.

A smooth transition can be established by overlapping two motion clips. This is suitable for clips that are quite similar in motion.

Timing for the blend can be adjusted by dragging on the range indicator. This is more suitable for clips that are vastly different in motion.

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Motion Blending

Motion Editing | Part 1: Motion Blending & Alignment

This demo video showcases the practical applications for the three aforementioned functionalities.

The character in the video automatically transitions from walking to snapping a camera.

In the cleanup phase, the motions were trimmed and matched to create one smooth connected motion.

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Auto-extend Looping Animation

Motion Editing | Part 1: Motion Blending & Alignment

Motion looping will automatically extend the hip motion and perform position matching. Therefore, you can stop the motion at any segment - 100% within your discretion!

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Multiple Animation Layer Editing

Motion Editing | Part 2: Multiple Animation Layer Editing

  • Keypoint 1: Stable motion dictates that movement is pivoted at the hips with the ability to adjust the pelvic floor.

  • Keypoint 2: Add as many layers as one desires for maximum flexibility.

  • Keypoint 3: Freely inspect all aspects of the motions for simplified management.

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Stable layer keys are the result of the activated effectors. These effectors are placed at the joints of the character, and they must be activated on the first frame of the clip in order to take effect. By default, the effectors for the feet are already activated and don’t need to be adjusted in most circumstances. On the other hand, if IK motion is required for the hands, then remember to have the effectors manually activated beforehand.

Even when the hip is vertically adjusted, the feet remain planted in place.

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Animation layers can expand on the possibilities for animations you currently have, making it easy and flexible to derive new motions.

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Layer editing user interface is simple and user friendly (inspired by Photoshop).

Layer-related editing tools (Add, Copy, Delete, Rename, Merge, and Ordering)

Layer List

Layer Conditions (Lock, Color, Activate, and Deactivate)

Layer weight with keying.

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Easy to manage: use the hotkeys (Ctrl+LMB) to view isolate an individual layer.

Layer Management:

  • While all layers are shown, Ctrl+click on any layer to view it in isolation.

  • While some layers are hidden, Ctrl+clicking on any invisible layer will show that layer only.

  • While some layers are hidden, clicking on any invisible layer will add it to the multi-selection.

  • While some layers are hidden, Ctrl+clicking any visible layer will show all the layers.

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Mirror Motion

Motion Editing | Part 3: Other-Mirron Motion

  • Keypoint 1: The Motion Database is there for you to freely use, as a way to effectively deal with various project requirements.

  • Keypoint 2: Mirror motion helps when the motion pivot goes astray during motion chaining.

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The motion pivot is located at left foot.

The motion pivot needs to be adjusted to be in the right place.

The motion pivot goes astray in mid-motion.

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Setting Playback Speed

Motion Editing | Part 3: Other-Playback Speed

Six runtime playback speeds are provided from the quickest (1.5x) to the slowest (0.25x), allowing you to carefully evaluate every animation frame.

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Motion & Expression Tracks - Motion Tracks (2 levels)

Motion Editing | Part 3: Other-Motion & Expression Tracks

Timeline > Motion Track

Press this button to switch levels: �Body Part Level and Bone Level

Part Level (14)

  • Quick motion editing on main body parts
  • Better timeline performance

Bone Level (70)

  • Access to all FK bones, and IK/FK Blend without opening the curve editor
  • Advanced editing, such as offset time animation, foot sliding removal, detailed bone editing

Part Level

Bone Level

*The expandable track design is only available to Standared and Non-Standard Human Characters.

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Motion & Expression Tracks -Expression Tracks (3 levels)

Motion Editing | Part 3: Other-Motion & Expression Tracks

Basic Level (4)

  • List 4 major logical facial parts

Feature Level (12/16)

  • List all the facial feature groups

Morph Level (63+/150+)

  • List all the expression morphs, number depends on the selection of expression profile

Basic Level

Feature Level

Morph Level

*The expandable track design is only available to Standared and Non-Standard Human Characters.

Timeline > Expression Track

Press this button to switch levels:

Facial Basic / Feature / Morph Level

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2. New Human IK Animation

What are some awesome functionalities that come with the advent of the HIK system?

Part 1: New Control Experience, creating what was once impossible, and control over every minutiae of the pin system.

  • New control rig
  • Advanced foot and hand pose controllers
  • Precise and stable pin control
  • Enhanced user experience

Part 2: Effortlessly combine end effector and hand-key motion.

Part 3: Blend together more animation elements with the Pose Mixer.

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New Control Rig

New Human IK Animation | Part 1: New Control Experience

Brand new control rig comes with a new look and added control range to increase handiness.

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New Control Rig

Advanced Hand / Foot Pose Controller

Compared to iClone 7:

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Advanced Foot and Hand Pose Controllers

New Human IK Animation | Part 1: New Control Experience

Every limb has its own controller points in order to delve deeply into detailed performances.

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Precise and Stable Pin Controls

New Human IK Animation | Part 1: New Control Experience

Stability is where most of our concerns lay - pins are now more resistant to pulling from the body.

Pinning for both feet.

Pinning for both hands.

Pinning for the hands and feet.

Pin Presets:

1: Pin L/RFoot

2: Pin L/RHand

3: Pin L/RFoot and Hand

4: Pin L/RToe

5: No Pin

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User Experience Enhancement

New Human IK Animation | Part 1: New Control Experience

Up/Down arrows can switch between different body parts to reduce operation time.

Press the Home key to center the view on the picked body part.

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End Effector

New Human IK Animation | Part 2: End Effector & Handkey Motion

Designed for professional hand-key motion and non-realistic animation creation.

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What are End Effectors?

Creative applications:

Motions can be categorized into 4 simple groups:

  • Group A: Fixed feet motions.
  • Group B: Fixed hand motions.
  • Group C: Free floating motions.
  • Group D: Fixed feet and hand motions.

A

B

C

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A

In order to fix the feet to the floor, the Effectors must be activated.

What are End Effectors?

Creative applications:

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When both hands and feet are pinned, the limbs are constrained by linear motion.

When both hands and feet have their Effector deactivated, they are free to move about in a nonlinear fashion.

What are End Effectors?

Creative applications:

B

C

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Pose Mixer

New Human IK Animation | Part 3 - Pose Mixer

Diversify motion by mix and matching different poses.

  1. Pose Mixer can be a powerful mashup system for still frame.
  2. Pose Mirroring.
  3. A Pose is an animation layer key that can be edited again and again.

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1. Pose Mixer for Still Frame

Mix and match different poses from different projects with the Edit Motion Layer > Pose Mixer.

  • Select All: takes all of the body parts into account.

  • Select None: applying poses will not take effect.

  • Invert Selection: inverts the selected and deselected parts.

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2. Pose Mirroring

The pose doesn’t look right on one side? Well, switch it to the other side!

Three available pose mirroring options:

  • Left to right side
  • Right to left side
  • Mirror both sides

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3. The re-editable pose layer key can bring flexibility to your animation.

A: Every layer pose is its own layer key with the ability to expand upon the track.

B: Sub-track visibility can be toggled for simple and advanced usage.

Enjoy added flexibility with animation transitioning and re-editable layer keys with the new rlPose format. Combined with an expandable timeline track, these tools are a boon for animators.

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3. Interaction

Reach Target Enhancement: interactivity between actors and props were re-evaluated for more persuasive performances.

  • Character Reach Target Offset (Interactive Motion): Reach offset, offset layer key transitions, and creating dummies.

  • Motion Correction (Footstep, Handprint Editing): Fixing foot sliding, or hand movement.

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Reach Target Editing for Interactive Motion

Interaction

For creating reach offset, offset layer key transitions, and creating dummies.

  • Case 1: Prop Interaction
  • Case 2: Self Interaction
  • Case 3: Character Interaction

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Use the new Offset function to move the Reach pivot away from the target object pivot. This is useful when the target object pivot is not in the correct position to facilitate the motion.

iClone 7 Reach constraint does not have the ability to offset its target position. One must adjust the target object pivot in order to fix the reach point.

iClone 8 has the ability to maintain offset from the reach point and away from the target object’s pivot point.

Prop Pivot position

iClone 7

iClone 8

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The Offset Layer key carries with it transition frames which can be keyed to adjust the blending to the Reach portion of the animation. This can make the reach animation more natural, not just locked in place.

iClone 7 does not have Reach Offset, thus in order to create a more natural performance, the Reach Mode must be deactivated and the reach object rotations need to be readjusted.

iClone 8 supports reach effector offset, which lets one reposition and reorient the effector while in Reach Mode.

The reach effector is locked in place giving an unnatural performance.

The reach effector can be adjusted at any moment according to your needs.

iClone 7

iClone 8

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The Offset Layer key carries transition keys that can be edited in the Curve Editor.

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Motion Correction

Interaction

Reach target prevents over-extension and determines the duration of the locked effectors, which is useful to prevent slipping.

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Correction method:

  • Speed: Used for motion with regulated and uniform speed.
  • Speed & Height: Used to clamp the speed of the motion, which is useful for off-pace motions.

Select the parts for correction, based on the limbs of the body.

2. Motion Correction

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2. Motion Correction

Threshold:

  • Used to determine the reach interval.
  • Should be increased or decreased based on the degree of slippage in motion.
  • When adjusted overly high, the paces will tend to merge together.
  • A value between 8 and 16 is recommended.

Transition:

  • Controls the reach and release transition duration.
  • Longer durations will give a stronger pull to the reach effectors.
  • A value between 5 and 10 is recommended.

Reach offset:

  • Offsets the reach time period.
  • Positive values will shift the reach period back, while negative values shifts it forward in time.
  • For example, setting Reach Offset to 5 will push the reach period back by 5 frames.

Release offset:

  • The effect is the same as the reach offset.
  • Positive values will shift the release period back, while negative values shifts it forward in time.
  • For example, setting Release Offset to -5 will pull the reach period forward by 5 frames.

If the reach effector has too strong of a pull force, then set the Reach Offset to a positive value to delay it, and the Release Offset to a negative value for an earlier release.

Reach Mode: Toggles the translate and rotate settings for the reach dummy. By default, Rotate is activated.

Sync Threshold with all parts: Unifies the Threshold values for all of the activated (checked) parts.

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Reach objects - that look like footprints - will be created once the motion is corrected.

2. Motion Correction

A: Every pace will be depicted by a reach object.

B: Every reach object is a release and release duration. If the reach pull is too strong, then the reach and release timing or the transition duration can be adjusted.

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4. Curve Editor

The Curve Editor used in combination with effector controls makes a powerful match-up.

  • Keypoint 1: Support for HIK effectors.
  • Keypoint 2: Useful in fixing animations such as foot slippage, off-kilter walk, off-pacing, etc.

*Curve Editor function will be built-in in iClone 8 without an extra purchase, and the End Effector Animation and Facial Animation Curves will be added.

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Curve Editor(F12)

Timeline (F3)

Animation Layer (F11)

Menu

The Curve Editor can be access in the main menu (Menu > Window > Curve Editor) and via hotkey: F12.

It will also be one of the three dialogs of the Animation Preset window layout (Ctrl+3), which also includes the Timeline (F3) and Animation Layer editor (F11).

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1st step: Activate the effectors for both hands within the Edit Motion Layer window to let us focus on editing effector motion.

Preparations for Curve Editing

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Preparations for Curve Editing

2nd step: Remove root motions, change the Effector to world-space, and sample the motion clip to an editable layer key.

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Preparations for Curve Editing

3rd step: Press F12 to open the Curve Editor, or press Ctrl+3 to switch to the Animation Window Preset menu. Within the Curve Editor panel, you’ll notice the Effector Curve Group.

FK motions (regular transformations) reside in the the Curve Editor, while Effector Motion is represented by the Effector curve.

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1. The new Curve Editor can flatten vertical movement by stifling horizontal movement.

After

By flattening the TranslateX curve, the hand stays fixed on the wall for the wiping motion.

Before

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2. The new Curve Editor can flatten horizontal movement by stifling vertical movement.

TranslateZ values can make it impossible to smoothly slide the hands across the floor. This can be fixed by flattening the TranslateZ curve.

After

Before

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3. The new Curve Editor can fix foot sliding.

Another option for motion correction is to just directly modify the curve.

You can set the same curve key for the start and end of a still-frame region to have the character stay still.

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The new Curve Editor can fix walking motion that stray off course.

After

Before

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4. The new Curve Editor can give a consistent pace to a walking motion.

Inconsistent pacing from a lagging foot (in this case, the right foot) can be remedied by scaling the effector’s TranslateY value.

Before: the step size between the two feet are inconsistent.

After: the step size are now the same between the two feet.

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5. The new Curve Editor can be used to apply steady hand key motion.

In the example below, hand-keying can be used on the three simple key-poses to strengthen the impact of the step.

When both feet’s effectors are activated (with iClone 8), the hip’s transition curve is influenced by the position of the feet.

Modifying the hip’s transition curve (with iClone 7) will influence the motion for the entire body and changes the positions of the feet.

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Please pay attention to the following:

iClone 8’s Effector system entails that every motion will preserve two sets of data. When a motion is sampled, the two sets of data are applied to the FK and effector controls simultaneously. Therefore, you should set the effector controls to Active for every time they are moved, to see the correct results.

FK and effector motions will be applied to the character at the same time. You can switch between the two systems with Effector Blend Weight > Active/Deactive. Taking the illustration to the left as an example, the feet are controlled by effector motion, while the rest of the body is under the influence of FK motion.

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Even easier to use!

  • Added necessary controls for key editing:
    • Copy/paste keys
    • Jump to previous/next keys
  • New Optimize option in the right-click context menu.
  • Click on any position in the timeline to change the current time.

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After

Before

Curve Smooth Function

  • It’s often difficult to avoid noise on the animation curve. However, the Curve Optimize featured in IC7 can smooth out the noise and reduce redundant keys.
  • New Curve Smooth feature in IC8 can also smooth out the curve (like Curve Optimize) without removing any of the original keys.

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5. Motion Pipeline

Any FBX motion data format will be compatible in iClone 8, which largely removes platform barriers for motion data and make it all compatible.

  • Drag and dropping a single motion results in direct application.
  • Drag and dropping multiple motion files converts to rlmotion in one go.

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1. Any motion becomes a resource that can be freely dragged and dropped into the scene for direct application.

FBX

Download a FBX motion file from Mixamo or Actor Core and drag it onto the iAvatar to bring the motion into the timeline.

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2. Support for Multi-file Batch Export

Motion identification (profile). The plugin will automatically set the appropriate profile.

Manually set a distinct t-pose to make the motion more accurate.

Physical location for rlMotion conversion (input text to the right to find the corresponding data folder within the custom data of the Content Manager).

Create a Perform Menu for the character which is accessible with the right-click context menu.

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3. Motion Sharing

Converted motions, that can be shared among different characters, can be found within the Custom Motion folder.

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Enhanced Real-time Visuals

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Enhanced Real-time Visuals

iClone 8 real-time render has been enhanced with the following updates:

  • Volumetric Light
  • Light Enhancement
  • Lens Flare
  • Mirror Plane Shader
  • Motion Blur

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Volumetric Light

Added visible volume to directional, spot and point lights. Not only can light illuminate, they can also add a sense of atmosphere to the scene.

00:03 Outdoor Volumetric Directional Light

00:42 Indoor Volumetric Directional Lighting with Dust Effect

01:08 Volumetric Point Light

02:29 Volumetric Spot Light

03:43 Volumetric Spot Light with Mask

04:27 Fine-tune Lighting and Adding Smoke Effect

05:11 Final Result

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Light Enhancement

Light and shadow strength multipliers offer greater flexibility.

00:03 Add Point Light Shadow

00:31 Shadow Color Adjustment

00:51 Use Light Switcher Button

01:31 Shadow Color Adjustment

01:46 PCSS Shadow Adjustment

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Lens Flare

Quickly apply various cinematic lighting effects to add visual tension.

00:03 Using Lens Flare Template

00:38 Lens Flare Element Combination

01:47 Occluded Lens Flare

02:14 Example Demo

02:30 Using Four Types of Lens Flare

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Mirror Plane Shader

Simulate realistic mirror reflection with various control settings like opacity and blur.

00:03 Example 1: Mirror

00:36 Example 2: TV Screen, Glass Windows, Glossy, Marble Floor

  • Assign mirror shader
  • Reflectivity adjustment
  • Adjusting mirror shape
  • Add dirt and decals by using the blend and diffuse channel

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Motion Blur

Blur for fast-moving objects is a common technique in movies and animations. Adjustments for blur intensity and frame-blend effect is also available.

00:14 Turn On Motion Blur Effect for a Car Scene

00:40 Adjust Blur Intensity and Frame Blend Effect for a Car Scene

01:07 Turn On Motion Blur Effect for Passers-by.

01:36 Adjust Blur Intensity and Frame Blend Effect for a Passer-by Scene

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Performance & Productivity

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Performance (more information will come in March 2022)

The software architecture of iClone 8 has been optimized, and more new features will be introduced to handle big-scale projects.

  • Support for GPU computation for skin bone character animations.
  • Hidden objects will not be processed in the background.
  • Support isolating object(s) - a quick way to isolate selected objects for editing.
  • Static/ Kinematic Object

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Productivity (more information will come in March 2022)

Long known as a professional animation production tool, iClone has been missing some basic functional requirements for a while. In this version, we have worked tirelessly to make up for this with one function at a time, in order to improve the overall productivity for its dedicated users. The added functionalities include:

  • Flexible frame rate for virtual production: export with any frame-rate, frame-accurate video compositing, and match move.
  • Merge Project: merge objects across different projects, which will benefit collaboration, and facilitates working with existing projects.
  • Collection Manager: freely categorize objects in the Scene Manager, so users can quickly and easily show/hide defined groups.
  • Addition of Hotkey Manager.
  • Device mapping for cameras and object-based transformations (R.T.S.)
    • 3D connexion/ Gamepad

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Real-time / Path-Traced Render with NVIDIA Omniverse

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RTX GPU Based Path-Trace Renderer

iClone 8 and Character Creator 4 can connect to NVIDIA Omniverse - a RTX GPU based path-traced render engine, which supports USD (Universal Scene Description) data architecture for collaborative design projects. With it, users will be able to generate commercial-quality visuals directly from iC8 and CC4.

You may refer to this video for an overview of Omniverse rendering.

Those who have purchased iC8 and CC4 will have free access to Omniverse Connector, and a preliminary version will be provided for early experience.

For more details:

  • Character Creator 3 Omniverse Connector
  • iClone 7 Omniverse Connector (coming soon)