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Create Building from External Source: Part 2 - Packager | 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 2 of our 2-part tutorial series, we’ll explore how you can bundle all of your building elements into a package, edit it, and finally construct and customize your building for a great rendered finish. 00:14 Creating BuildingGen Packages 01:57 Editing iBuildingConfig Files 05:35 Constructing Complex Structures *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

Intro
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hey everyone in this part two of our
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building gen series we're going to look
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at how you can package all of your
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building elements and then construct and
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customize your own structure using that
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package in the first part of this series
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we assembled and organized all of the
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elements of our package which will now
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aggregate you'll find create package on
Create Package
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the toolbar and also under the building
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gen plugin submenu the first thing you
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want to do is give your package a name
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and then set the unit
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size in iclone a single grid length
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represents 1 meter and here you can see
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a 2x2 grid which we'll use as our
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default for now as that was the size of
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the floor tiles we saved earlier in part
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one we're just going to set a default
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style called new style here next and
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then proceed to add in our elements
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starting from the base 2x two tile from
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the ground
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folder initially you'll want to check
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off both preferred and include this
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allows you to set the initial default
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values when dealing with numerous
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objects you'll also want to set the
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appropriate type in this case it's a
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floor type next ensure that you check
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off which floors this element can be
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defined as a floor in this case it's all
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of them let's bring in a wall element
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next it's assigned a wall category by
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default so we don't need to change it in
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this case we're only going to use this
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element on the first and second floors
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I'll bring in another specific railing
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which I'm only going to set for use on
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the top level wall and then proceed to
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save the I building config so we can
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test out how the simplest base package
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will construct a
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building
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it will save to the eyu building folder
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under props and double clicking will
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bring up the new building
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panel if we hit build it will give us a
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very simple two floor structure with a
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base of two units or 6 M squared as we
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defined earlier note that the railing
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acts as the wall for the top floor here
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according to our settings as well you
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can select and delete individual
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elements as you
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please okay let's go back and reload our
Add Elements
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ey building config file so we can add to
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it I'll load in a window element and
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Define it as such for the first and
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middle floors then add in another and
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set it as a corner
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element we can overwrite our previous
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save and load it up
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again this time I'll select a couple of
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window position resets and you'll see
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them appear on the respective sides of
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the building when we select
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build in this case we get an error as
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the top floor railing we set as a wall
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won't be compatible with the size and
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position of the windows we
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have let's continue by adding in some
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door elements starting with the door
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frame which we naturally want to Define
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as a door for the first
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level when we bring in the actual door
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itself we need to ensure that we have
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door frames selected and then drag our
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door element down to the child Element
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Section instead also defining this as a
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door now here we want to click on the
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position settings icon and then preview
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to see the two
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combined you'll see that the door
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element itself needs to be
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repositioned we can also test out the
3:24
rotation result and you'll see the pivot
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is at the base Corner that we defined
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earlier which makes testing a lot easier
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previously I dragged in the same element
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twice but you can also simply use the
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copy paste commands in the building gen
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packager window to duplicate an element
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as well in this case since we have a
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child element it's a lot faster for us
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to do it this way with the door I'll
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Define the second one as a corner
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element and then let's save and test out
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once
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again just like with Windows you'll want
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to set your door positions using the
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relevant
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icons
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once you've hit build you can then test
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out the rotation of the door within its
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door
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frame finally let's bring in a couple of
4:13
pillars and Define them as
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such naturally we want the railing
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pillars to be set to the top floor where
4:22
the railings will
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appear we can then save and rebuild once
4:32
again we can now see the pillars and
4:35
posts in their assigned positions
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however now you'll notice that there is
4:38
a bit of mesh overlap causing flickering
4:40
when the camera is moved this is due to
4:42
the floor thickness not being set to an
4:44
ideal value when combined with the other
4:51
elements to refine this let's go back to
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our packager window and adjust the
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height value for all of our side
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elements including walls windows and
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doors to 280 from
5:04
250 now when we do that and rebuild you
5:07
can see that the flickering issue is
5:17
gone you may also want to capture a
5:19
thumbnail for your packager to make it
5:21
easier to locate visually to do so
5:24
simply get a camera view you like then
5:25
right click on the I building config
5:27
file in the content manager and select
5:29
it from there
Modify Build
5:35
okay finally let's look at how we can
5:37
modify our initial construction to align
5:39
with something closer to what we have in
5:40
the commercialization image if you have
5:43
something like an L-shaped building
5:44
you'll always want to start big and then
5:46
manually delete unwanted sections after
5:48
the initial build has been
5:50
generated you can use the middle Mouse
5:52
button to directly select various sub
5:54
noes within the building and delete them
5:57
manually you can also use box select as
5:59
well as
6:02
well to add in vertical elements such as
6:04
walls or Windows to empty floor tiles
6:06
simply select your desired floor tile
6:08
and click the type and orientation of
6:10
the elements you want from the unit
6:12
setting section in the building gen
6:16
window you can select multiple floor
6:19
tiles simultaneously and add vertical
6:21
elements that way as well you'll see a
6:23
blue or pink Gizmo that indicates the
6:25
position the selected element will be
6:26
placed
6:28
at
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if you've placed multiple copies of the
6:37
wrong element you can easily replace
6:39
them as well by multi- selecting then
6:41
dragging the element you want from the
6:43
content manager to the customization
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section here I'm replacing a wall
6:47
section with some railing you can also
6:50
feel free to adjust the scale rotation
6:52
and position of each element manually to
6:54
allow for a less uniform
6:58
appearance
7:01
here I'm multi- selecting and scaling
7:03
some wall sections to form a sort of
7:09
balcony we can then also randomly Place
7:12
elements like pillars and child elements
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like the window Interiors without a
7:15
frame for more variety and
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creativity here I'm dragging in this
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window protection grid to the second
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area on the right to assign it as a
7:25
child element of our wall section once I
7:28
get it aligned I can then copy it select
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another section of wall and then paste
7:35
it it's also very easy to adjust the
7:37
material values of all of one element
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type simultaneously as they are all
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linked here I have a single floor tile
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selected but if I modify any property
7:46
like the saturation here it will
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transfer to all of the same element
7:50
types in your
7:52
building if you want to adjust values of
7:55
a certain grouped element individually
7:57
be sure to click on the make unique
7:58
button this allows you to assign
8:00
separate UV values for element meshes
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that you may have previously scaled
8:13
differently finally be sure to get the
8:15
best lighting for your style and then
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you can accessorize your build with
8:19
various individual props such as
8:20
vegetation lanterns and
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more actor core groups are a great
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solution to quickly and easily populate
8:27
your scene and bring it to life
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when you're satisfied you can render an
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iclone or export everything to a r Trace
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render environment like unreal or
8:36
Omniverse for even more visually
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stunning results that's it for this
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video guys thanks for watching and I'll
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see you in the next

 

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