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Create Building from External Source: Part 1 - Setup | iClone BuilidingGen Plug-in Tutorial

iClone BuilidingGen Plug-in Tutorial   

 

https://www.reallusion.com/iclone/bui... The BuildingGen plug-in allows you to quickly and easily assemble your own building materials and package them into a prefab that can be customized and constructed using a variety of flexible settings. This means you can mass-construct buildings with similar elements in no time at all. In this part 1 of our 2-part tutorial series, you’ll learn about how you can properly set up and assemble the elements of your building into a BuildingGen package that can then be used to construct and customize a building, which we’ll cover in part 2. 00:42 Source Download & Material Assignment 02:15 Simple Element Alignment 05:13 Multiple Element Assembly & Alignment *Note: Assets shown in this tutorial serve only as reference material. ================================================== iClone is the fastest real-time 3D animation software in the industry. Integrated with groundbreaking real-time technologies, iClone simplifies the world of 3D Animation in a user-friendly production environment that blends character animation, scene design, and cinematic storytelling; quickly turning imagination into a reality. https://www.reallusion.com/iclone/def... ✦FOLLOW US! Facebook:   / reallusionsoftware   LinkedIn:   / 94371   Twitter:   / reallusion   Instagram:   / reallusionofficial   Magazine: https://magazine.reallusion.com/ Forum: http://forum.reallusion.com/default.aspx ✦ONLINE HELP TUTORIALS: https://courses.reallusion.com/home/i... MANUAL: https://manual.reallusion.com/Buildin... #iClone #3danimation #proceduralbuilding

 

hey everyone in this tutorial series I'm
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going to introduce the new building gen
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plugin for iclone we'll explore how you
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can import custom assets from external
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online sources like sketchfab or unreal
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Marketplace and aggregate them into
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package building templates that can be
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quickly and easily applied in a variety
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of project
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scenarios in this first video we're
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going to walk through how you can update
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a modular content pack from unreal
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Marketplace and import an organize the
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various elements in iclone so that they
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later can be saved as a building package
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compatible with building gen
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as mentioned there are a number of
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source assets available from sites like
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sketch faab turbos squid or unreal
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Marketplace in this series we're going
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to be using this Beach villa pack from
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unreal
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Marketplace once downloaded an fbx
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format you'll generally have separate
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folders for meshes and
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textures if we Import in this first fbx
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you'll see an option to break the items
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up into sub props click yes here as we
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want to break everything down to its
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simplest
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elements
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you'll notice as well that there are a
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number of duplicate meshes here so let's
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multi select the ones with roof in the
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name right click and detach from the
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main parent mesh and add them into a new
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collection called
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Source from there I want to assign the
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proper materials from the fbx textures
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folder
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it just so happens that all of these
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meshes all have materials with wall in
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the name so I'll just search that and
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apply the diffuse normal roughness and
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ambient occlusion textures to their
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appropriate
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slots you'll also want to ensure that
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you set the diffused color under
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material settings to Pure White
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if you know that these elements all use
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the same materials a quick way to
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transfer all of the maps and properties
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from one to another is to use the ey
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dropper and Paint Bucket
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tools okay once we've got the material
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set up for our first elements let's move
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on to getting the transform pivot and
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scale values
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consistent the Pivot Point can be easily
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set to the top middle in the pivot
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section under the attributes Tab and you
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also want to ensure that you reset the
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transform form and scale values then hit
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reset to zero out the world position
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values this will bring the part to our
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scene
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route you can repeat the process for the
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other elements being sure to place the
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Pivot Point appropriately based on where
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that part will mainly be utilized in
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your final
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structure we then want to start saving
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our elements one by one starting with
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the large one here as it's already
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zeroed out to the scene route be sure to
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use consistent naming when saving to the
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custom tab and also be sure to zero out
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the world position before
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saving let's Import in this fbx
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containing the wall elements
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next you can see in the material list
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that a number of the sub propop meshes
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contain the word wall
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if you have same name material checked
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below under effect settings then when
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you apply a texture map to any channel
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it will apply to all of the sub propop
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meshes with the same material
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name this is a quick way to apply
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texture maps to multiple sub propop
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meshes
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simultaneously again be sure to set the
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diffused Channel value to Pure White
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before
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continuing if the set that you've
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downloaded doesn't contain any glass
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related textures you can find a variety
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of suitable materials in the content
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manager under media material
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traditional keep in mind that results
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will vary based on which final render
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engine you're using as these are all
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made for iclone
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rendering also be aware that you can set
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the Shader type to reflection surface as
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well however here you want to be aware
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that setting too many surfaces to the
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Shader type increases resource
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consumption exponentially and should be
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used
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sparingly you can repeat this process
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for any other sub propop mesh that you
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want to have reflective
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properties
5:01
we can assign the proper textures to the
5:02
door meshes using the same process as
5:04
just described as these doors are all
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pretty unique mesh types let's include
5:09
them all into our eventual building gen
5:13
package as with the last scenario we
5:15
want to start off by detaching them from
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all the parent meshes by multi-
5:18
selecting and selecting detach from the
5:21
rightclick
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menu the doors are a bit more complex
5:25
than your average roof section as they
5:27
have hinges and rotation let's start
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with this one door here again making
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sure to set the pivot point to the
5:33
middle then zeroing out all of the
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values until it's at the scene root now
5:38
when it comes to certain vertical
5:39
elements like doors we need to ensure
5:41
that they're facing the proper way to do
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this press the F hot key to focus on the
5:46
determined front of your
5:48
mesh if it is not facing towards the
5:51
camera then ensure that you rotate at
5:53
90° so it
5:56
is you then want to reset the scale and
5:59
transform once again before saving it in
6:01
this case we also want to ensure that
6:03
the edges of the doorway match
6:05
completely with the building wall and
6:07
floor we've already saved the floor
6:09
ceiling tile so we can now move it
6:11
around freely to ensure that its
6:13
position matches the edge of our door
6:14
frames if we move it so that the edge
6:17
snaps to the scene route then we can
6:19
readjust the pivot position of the door
6:21
frame so that it's on the Front Bottom
6:22
then reset all the values once
6:28
again
6:32
now that we've ensured proper alignment
6:33
between the door and floor ceiling
6:35
elements we can proceed to save the
6:37
doorway element to the same folder
6:38
remembering to keep the naming
6:40
consistent we can then move it to the
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finished Source collection to keep
6:43
things
6:47
organized okay next let's tackle this
6:49
door frame that has a rotating door
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within you can see it's made up of three
6:53
separate sub meshes including the door
6:55
handle because the door knob will be
6:57
consistently positioned on the door we
6:59
can right click and attach it to the
7:01
door for the door to the door frame
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however we're going to use Link for
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now I'll then proceed to adjust the
7:08
alignment of the door elements to our
7:10
previously positioned floor panel so
7:12
that they align
7:22
correctly and set the pivot Points for
7:25
the door itself to allow it to rotate
7:27
properly along the hinges it's
7:29
recommended to place the Pivot Point at
7:31
the bottom corner as this ensures better
7:33
alignment of the height between the
7:35
frame and the door don't forget to save
7:37
the various door elements to our
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dedicated folder individually keeping
7:41
the names consistent as always for these
7:44
columns we'll want them to eventually
7:45
extend Midway into the walls therefore
7:48
it's ideal to set the pivot Points to
7:49
the middle bottom here proceed to save
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as
7:58
usual
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for our railings we're going to save the
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two elements separately as well starting
8:05
with the internal rails and then
8:07
proceeding onto the
8:08
columns again be sure to place the pivot
8:11
Points according to where you want these
8:13
elements to end up in your building gen
8:19
set we can continue on to the glass
8:21
dividers repeating the same process of
8:23
zeroing out the scale transform and
8:25
position values before
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saving
8:30
once you finished saving all of the
8:31
separate building elements you want to
8:33
ensure that you place them in an
8:34
organized folder structure create your
8:36
relevant folders in the content manager
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and then click and drag the proper
8:39
elements to their respective
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folders that covers how to get
8:46
everything organized for packaging your
8:48
first building gen set in the next part
8:50
of this tutorial we'll cover how to
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package edit and finally construct your
8:54
building using this efficient workflow