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