iClone 4.31 3D Animation
Beginner's Guide
Animate your stories and ideas to create realisc scenes
with this movie making applicaon geared towards new and
inexperienced lm makers, video producers / compositors,
vxf arsts, and 3D arsts / designers
M.D. McCallum
BIRMINGHAM - MUMBAI
Downloa d f r o m W o w ! e B o o k < w w w.woweb o o k . c o m >
iClone 4.31 3D Animation
Beginner's Guide
Copyright © 2011 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system,
or transmied in any form or by any means, without the prior wrien permission of the
publisher, except in the case of brief quotaons embedded in crical arcles or reviews.
Every eort has been made in the preparaon of this book to ensure the accuracy of the
informaon presented. However, the informaon contained in this book is sold without
warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers
and distributors will be held liable for any damages caused or alleged to be caused directly or
indirectly by this book.
Packt Publishing has endeavored to provide trademark informaon about all of the
companies and products menoned in this book by the appropriate use of capitals. However,
Packt Publishing cannot guarantee the accuracy of this informaon.
First published: October 2011
Producon Reference: 1171011
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-84969-178-9
www.packtpub.com
Cover Image by Rakesh Shejwal ()
Credits
Author
M.D. McCallum
Reviewer(s)
Guy Langlois
Susanne and Joe Pass
Acquision Editor
Chaitanya Apte
Development Editor
Reshma Sundaresan
Technical Editor
Pramila Balan
Project Coordinator
Shubhanjan Chaerjee
Proofreader(s)
Kevin McGowan
Linda Morris
Aaron Nash
Indexer
Rekha Nair
Producon Coordinator
Arvindkumar Gupta
Cover Work
Arvindkumar Gupta
Foreword
First and foremost, I would like to thank Mike (M.D. McCallum) for the idea and inspiraon
that has taken to create such an endeavor. This is truly a noble cause that will undoubtedly
inspire many throughout the years.
This all started a while back when Mike contacted me about his idea of wring a book
about iClone. From the get-go, we were completely ecstac that iClone would nally get the
personal treatment direct from the mind and hands of a true producon industry veteran.
From its incepon, iClone has been an untamed breed of 3D soware designed especially for
creave users without prior 3D backgrounds. A soware that, even though was jam-packed
with the latest features and technology, was always missing something. Apart from its heavy
feature-based manuals and tutorial videos, iClone always lacked a proper guide to personally
lead and inspire users to nurture an enre project from scratch.
I am deeply grateful that M.D. McCallum, the author who has contributed so much of
his enthusiasm to the iClone community, has now volunteered to make this book. M.D.
McCallum is the rst featured iClone professional who is honored with several iClone
movie awards, along with being one of the rst users to set up the iClone Wikipedia page.
His kindness and generosity has always permied him to share his knowledge through the
iClone Revoluon website, which he started as a need to address so many iClone inquiries.
Being a senior iClone Content Developer has also allowed him to push the limits of creavity
not just of himself, but also of the enre animaon community.
As most of you know already, iClone is not just a collecon of years of heartbeats and oceans
of fervor from the Reallusion team, but it is also a chest of dreams and collaborated eorts
from dozens of worldwide content contributors who over me have made the world of 3D
producon so much more accessible and inspiring to all of us.
Thanks to Mike's gamut of iClone animaon knowledge, readers can now get a
comprehensive view of what an iClone producon plaorm is, including, how to master
tools, access fast growing content libraries from talented developers, and how to make the
most of being a community member. His work not only holds the hands of beginners who
yearn to explore iClone in a structural way, but it also lends itself as an enjoyable must-read
for any iClone veteran.
This galvanized book has been long overdue and awaited by many users who have spent
hundreds of thousands of man-hours guring out how to get the most out of their iClone,
not to menon those who have hungered to enter the world of independent lm making
with a great self-taught companion.
This piece of work is also a great reward and humbling reminder to the iClone development
team that has witnessed their soware being used across every connent and industry on
the planet. There is so much that our words cannot express… Thank you.
Charles Chen
CEO and Founding Partner of Reallusion, Inc.
About the Author
M D. McCallum, aka WarLord in the iClone community, is an internaonal award winning
Commercial Graphics Arst, 3D Animator, Project Director, and Webmaster with a freelance
career that spans over 20 years and includes over one hundred individual and team-
based awards. M.D. has worked as a freelancer for animaon companies, 3D applicaon
companies, game development studios, indie lm and animaon studios. His experience
with computers dates back to home-built kits in the late 1970s.
M.D. is the author of eleven whitepapers for the Reallusion iClone Developers Center and
has been selected two mes as a Reallusion Featured Developer. M.D. has been a loyal user
of iClone since version one and is a Cered Content Developer and Reallusion Director.
M.D. was previously published as an outdoor writer in naonal magazines before turning his
aenon to full me digital freelancing.
M.D. operates a freelance producon studio in partnership with other highly skilled
freelancers across the world to provide web and television-based commercials, product
presentaons and visualizaon. He also creates and provides quality iClone props
including his innovave Destrucble line of props and iClone freebies and ps at
www.
iclonerevolution.com
.
I would like to thank Charles Chen and Jason Lin at Reallusion for their
unwavering support of the book project. I would also like to thank Shirley
Marn who helped me work out the kinks early on and the technical
reviewers for their me and generosity. I parcularly want to thank Guy
Langlois (BigBoss) for taking the me out of a very busy schedule to
help. And of course, I want to thank the incredibly paent team at Packt
Publishing for guiding me through the wring and shaping this book in
a way that no words could adequately describe. And last, but certainly
not least, my wife Rosemary and stepson Zac. Two people that go out of
their way every day to make sure I have the me to complete my various
projects, meet my deadlines, and otherwise get to have fun doing what I
love all day and long into the night.
About the Reviewers
Guy Langlois is a Computer Engineer with a Master's degree in Business and
Administraon (MBA). He works as an Execuve in an engineering rm specialized in the
development of high-end audio/video and 3D equipment and authoring tools for the Film
and Broadcasng industry. Aside from work, Guy plays in a rock band and is a recognized
Reallusion Cered Content Developer, Director, and Trainer who excels in the creaon of
specialized iClone characters and other derived iClone products.
Guy is known in the iClone industry as "Bigboss". He also manages the "Bigboss's Treasures"
Theme Store in Reallusion City, which features his personal work as well as the work of other
excellent Cered Content Developers, each with their own special aptude for creaon and
design;
/>I would like to thank the iClone community who so gracefully support
my work!
Cheers!
Susanne and Joe Pass discovered their passion for animaon, 3D modelling, and image
eding. Susanne and Joe Pass worked in dierent jobs, she came from the social sector and
he was a workman.
Joe concerned himself more and more with graphic art. His work has been presented in
several exhibions. Susanne was interested in photography.
The couple began to learn how to work with image eding programs like Photoshop and
made their rst ash animaons. In 2006, they completely switched and oered, under the
name digiMagic, services in the eld of Animaon and Web Design, shortly aer they bought
the rst Reallusion products: CrazyTalk5 and iClone3.
They were directly thrilled by the new possibilies that opened. They expanded their service
by content development and training courses for iClone or CrazyTalk Animator in Germany.
Susanne and Joe are Reallusion Cered Content Developers, Trainers, and Directors. You
can nd their content packs in Reallusion Content Store and Marketplace.
They count themselves lucky that they found a job they enjoy and can work together.
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Table of Contents
Preface 1
Chapter 1: Installing and Conguring iClone 7
Installing the program 8
Time for acon – installing iClone 4 pro 8
Time for acon – installing related iClone content 10
Time for acon – exploring iClone opons 11
Conguring work environment 12
Seng up the 3D grid 12
Controlling display informaon 13
Exploring real-me render opons 14
Choosing the shader 15
Manipulang objects 16
Locang Custom Content folder 16
Installing new content 16
Using drag-and-drop 17
Imporng new content 17
Working with zipped les 18
Welcome to iClone 18
Interacng with the iClone community 19
Free iClone assets 22
Exploring the Reallusion Content Store 22
Discovering the Reallusion Marketplace 23
Downloading your trial and purchased items 28
Time for acon – download and installaon steps 28
Exploring the iClone user interface 30
Exploring the workspace 30
Selecng objects in the workspace 33
Summary 34
Table of Contents
[ ii ]
Chapter 2: Creang Your First Scene 35
Let the animaon begin! 35
Exploring your virtual studio 36
Exploring the 3D workspace 36
Time for acon – creang the outdoors 38
Working with Live Plants 39
Time for acon – creang virtual foliage 39
Adding props to the scene 43
Placing props 44
Time for acon – house building 46
Manipulang props 48
Selecng the tools 48
Manipulang objects directly 49
Manipulang with precision using gizmos 50
Handling direct input 50
Working with iProps (interacve props) 51
Time for acon – placing the iProp 51
Animated props 54
Time for acon – imporng animated props 54
Creang props from building blocks 55
What do you see in a primive? 55
Time for acon – building a gazebo without hand tools! 56
Diusing opacity and other maps. 60
Exploring the mapping channels 60
Time for acon – painng the gazebo 62
Time for acon – correcng the texture mapping 63
Painng opon 65
Time for acon – adding re eects to the grill 65
Creang see through material 68
Turning nothing into something 68
Lighng in 3D animaon 70
Light types and shadows 71
Understanding ambient light 73
Manipulang the lights in the 3D workspace 73
Seng the mood with lighng and atmosphere 73
Time for acon – seng the ambient light 74
Time for acon – working with shadows 74
Time for acon – manipulang the atmosphere 76
Time for acon – lighng up the grill 76
Summary 79
Table of Contents
[ iii ]
Chapter 3: Adding and Customizing Characters 81
Developing unique characters 82
Time for acon – loading characters 83
Customizing character features 84
Time for acon – loading a face image 84
Time for acon – correct the lighng 87
Time for acon – customizing our character 88
Time for acon – customizing the head of the avatar 89
Experimenng with model detail 91
Time for acon – giving your character a new do! 92
Time for acon – customizing the eyes and mouth 93
Skin 93
Posioning the characters 94
Using character accessories and aaching props 95
Time for acon – can't be cool without shades! 95
Time for acon – shading the glasses 97
Time for acon – aaching the fork prop 97
Interacng with the iProps 98
Time for acon – grabbing a beer 99
Altering the characters' clothing 100
Time for acon – altering female avatar clothing 100
Altering clothing using color 102
Time for acon – altering the male avatar's clothing 103
Time for acon – modifying the avatar's pants 105
Basics of character dialog 106
Lip-sync 107
Adding dialog 107
Creang dialog using the interface 107
Recording dialog using a microphone 109
Inserng audio les 110
Summary 111
Chapter 4: Animang the Characters 113
Using moons versus animaons 113
Introducing the meline 114
Controlling acon on the meline 115
Time for acon – the meline concept … A mini-tutorial 116
Time for acon – adding basic camera movement 119
Time for acon – changing the speed of the animaon 120
Adding moons to characters 121
Applying moon clips 121
Controlling facial expressions 122
Invoking hand moons 123
Table of Contents
[ iv ]
Manipulang character's ngers 125
Using paths to move objects 126
Time for acon – adjusng the starng frame 127
Time for acon – animang the hands 128
Customizing animaon using the moon editor 129
Time for acon – animang the male character 130
Turn the character 131
Time for acon – animang the turn 131
Time for acon – closing the grill cover 133
Animang the limbs 134
Seng the starng point key frame 135
Time for acon – animang the arm movement 137
Time for acon – scaling and moving the grill 138
Time for acon – copying and pasng the key frame 139
Time for acon – closing the grill 140
Time for acon – nishing out the movement 142
Blending moons 143
Time for acon – animang the female avatar 143
Time for acon – add more me to the animaon 145
Adding more moon to the female avatar 145
Time for acon – creang new moons 148
Building our custom moon library 149
Saving custom animaons as moons 150
Time for acon – saving single clips 150
Time for acon – collecng and saving mulple clips 151
Time for acon – using the Absolute Bone method 152
Manipulang transions 153
Time for acon – polishing character moves 154
Animang paths for smooth movement 156
Time for acon – using a path to animate Benny's walk 156
Using alternave methods of character movement 159
Time for acon – point and click movement 159
Time for acon – using director mode 161
Animang character dialog 162
Time for acon – using dialog with characters 162
Summary 165
Chapter 5: Enhancing Animaon with Parcles 167
Using special eects (FX) wisely 168
Exploring iClone parcles 168
Breaking down an iClone parcle 168
Extending parcle usage 169
Using iClone parcles 170
Table of Contents
[ v ]
Time for acon – cueing mother nature 170
Time for acon – conguring parcle sengs 170
Time for acon – coloring mother nature 172
Aaching iClone parcles to props 173
Creang a torch 174
Time for acon – creang the torch handle 174
Time for acon – loading and manipulang the parcle 174
Time for acon – adjusng and texturing the torch 175
Time for acon – seng up the smoke and re parcles 177
Time for acon – adding the re parcle 179
Adjusng iClone parcles 179
Time for acon – controlling the re 180
Time for acon – adding a smoke parcle to the smoke stack 181
Time for acon – posioning the smoke stack parcle 182
Using visibility with parcles 182
Time for acon – seng the ming for the emier 183
Using parcles with paths 183
Time for acon – creang a magical swirling eect 184
Summary 187
Chapter 6: Working with Cameras 189
Creang cameras 190
Time for acon – creang our rst camera 190
Renaming your cameras 191
Time for acon – naming the camera 192
Time for acon – creang and renaming another camera 192
Using character/object cameras (Follow Cam) 194
Using the Actor Cam 195
Time for acon – seng up the Actor Cam 195
Time for acon – converng Follow Cam to a permanent camera 197
Time for acon – seng up the Face Cam 198
Time for acon – viewing the character from above 199
Understanding the camera lens 201
Time for acon – creang new cameras and picking the lens 202
Time for acon – seng up our main camera angle 204
Time for acon – seng up a lens only camera close up 205
Focusing with depth of eld 207
Time for acon – creang a depth of eld camera 208
Creang more cameras 210
Time for acon – creang the Benny cams 210
Time for acon – creang a wide angle camera shot 211
Table of Contents
[ vi ]
Selecng cameras for lming 212
Creang a shot list 213
Understanding camera cuts and ming 214
Time for acon – seng up the camera switch 214
Filming through walls and objects with camera clipping 216
Time for acon – Using camera clipping 217
Summary 220
Chapter 7: Enhancing Scenes with Images and Videos 221
Using the 2D drag-and-drop menu 222
Adding details with planes 223
Time for acon – creang an image plane 224
Billboards 228
Time for acon – working with billboards to add an old barn 229
Time for acon – working with billboards to add a water tower 231
Image layers 232
Time for acon – driving down the street 233
Time for acon – using mulple image layers 236
Using 2D with special eects 240
Time for acon – using planes to mimic volume eects 240
Time for acon – adding mountains 242
Using video to enhance scenes 243
Time for acon – adding video to props 244
Creang and using popVideo 247
Time for acon – playing with popVideo 248
Summary 249
Chapter 8: Rendering our Work 251
Understanding rendering 252
Rendering in iClone 252
Exporng single images 253
Time for acon – rendering our rst image 254
Time for acon – rendering an acon shot 257
Exporng image sequences 258
Time for acon – exporng our rst image sequence 259
Exporng videos 260
Understanding video 260
Codecs versus formats 260
Formats available in iClone 261
AVI 261
RM 263
WMV 264
MP4 for PC 265
Table of Contents
[ vii ]
Flash video 266
Using good video rendering habits 267
Determining end usage 267
Seng screen resoluon as soon as possible 268
Time for acon – rendering our main project video 268
Rendering popVideo 269
3D rendering… got glasses? 269
Understanding 3D stereoscopic rendering 270
Anaglyph 272
Time for acon – seng up the scene 272
Time for acon – rendering the scene 274
Side X Side 275
Top Down 276
Two Files 277
Summary 277
Chapter 9: Animang Outer Space 279
Reviewing the project assets 279
Laying out and planning the scene 280
Determining the purpose of the scene 280
Determining render resoluon 281
Time for acon – seng the resoluon 281
Determining the scene animaon 282
Determining the parcle eects required 282
Laying out the scene tasks 283
Tweaking the project assets 283
Time for acon – adjusng the exisng scene 284
Time for acon – turning outer space into live space 285
Time for acon – lighng the scene 287
Time for acon – imporng scene assets 288
Storyboarding with iClone 291
Time for acon – creang our inial storyboard frame 291
Time for acon – storyboarding the acon at mid-scene 293
Time for acon – storyboarding the shule escape 295
Time for acon – storyboarding the explosion 296
Time for acon – storyboarding the shule leaving 298
Analyzing our storyboard 299
Time for acon – seng up the animated shule path 301
Time for acon – adding parcles 303
Seng up the shot list 307
Time for acon – deleng an exisng camera 307
Creang cameras for the shot list 308
Downloa d f r o m W o w ! e B o o k < w w w.woweb o o k . c o m >
Time for acon – creang cameras 308
Seng up the camera switch 310
Time for acon – seng the camera order 311
Last minute tweaks 312
Time for acon – adjust the movie length 312
Rendering our scene 313
Time for acon 313
Summary 315
Appendix A: Using Personas, iProps, and Helpers 317
Understanding AML 318
Exploring personas to animate a character 319
Time for acon – loading a Persona 320
Using AML templates 322
Implemenng character interacon 322
Time for acon – placing and using character interacon dummies 323
Time for acon – applying the kick me AML template 324
Using operate dummy props 325
Time for acon – Using the character interacon templates 326
Time for acon – using the grab it AML template prop 328
Working with iProps 330
Exploring the home iProps folder 330
Time for acon – geng in and out of bed 330
Time for acon – using the iprop door 332
Working with vehicle dummies 334
Summary 336
Appendix B: Animang with iClone Physics 337
Understanding iClone physics 338
Working with simulaons 339
Baking the physics 339
Tesng versus saving simulaons 340
Touring the physics menu 340
Understanding so bodies versus rigid bodies 342
Rigid bodies 342
Seng the state of the object 342
Object properes 343
Bounding sengs 343
So bodies 343
Preset 344
Property 344
Collision sengs 344
Table of Contents
[ ix ]
Time for acon – dropping the ball 344
Time for acon – seng up the wall 347
Time for acon – knocking down the wall – rst run 350
Time for acon – ne tuning the rst run 351
Time for acon – bang the ball 352
Time for acon – seng up the physics 354
Time for acon – changing the impact object angle 355
Time for acon – adding the aiming site 357
Time for acon – crashing the jeep 360
Time for acon – duplicang rows of boxes 363
Time for acon – seng up an ejecon sequence 364
Time for acon – seng up the eject physics 366
Time for acon – aaching the character 367
Time for acon – creang a chain acon 370
Colliding with characters 374
Aaching dummies 374
Time for acon – preparing a character collision 374
Summary 378
Appendix C: Exploring New Features 379
Discovering new visual enhancements 379
Understanding ambient occlusion 380
Time for acon – using ambient occlusion 381
Exploring the toon shader 382
Time for acon – enhancing the exisng scene 383
Time for acon – seng up the toon shader 384
Time for acon - exploring the NPR post eect 385
Time for acon – exploring the toon shader 385
Removing skin color 387
Time for acon – tooning the characters 387
Time for acon – skinning the character for tuning 388
Using post eects 390
Time for acon – applying blur 390
Time for acon – tesng the other post eects 393
Time for acon – adjusng the overall post eect 395
Seng the light with the mulplier 396
Time for acon – using direconal versus spotlight 396
Discovering the performance enhancements 398
Improving usability features 400
Using the tree brush 401
Time for acon – planng and felling trees 401
Using so cloth 404
Time for acon – tesng a cloth 404
Time for acon – creang a ghost eect 406
Exploring so cloth opons 408
Summary 409
Appendix D: Discovering New Animaon Tools 411
Exploring the modied meline 411
Mixing moves the easy way 415
Time for acon – using MixMoves 415
Using the moon puppet 417
Time for acon – animang Gwynn 418
Time for acon – smoothing the transion between moons 419
Time for acon – walking with the moon puppet 420
Time for acon – stopping the foot sliding 423
Understanding Human IK (pose and reach target) 424
Time for acon – seng up a two-handed rig with Human IK 424
Time for acon – hooking up the dummies 426
Time for acon – using the two handed rig for movement 428
Time for acon – using locking dummies 431
Time for acon – seng up the unicycle 433
Manipulang Direct Puppet 437
Time for acon – puppeteering the character's movements 437
Time for acon – climbing with Human IK 439
Understanding device Mocap (Kinect) 442
Time for acon – installing the Kinect plugin 443
Time for acon – starng the Mocap Device Plug-in 444
Time for acon – cleaning up the Mocap 447
Using moon capture eecvely 449
Using the Prop Puppet 449
Time for acon – building the tank turret 449
Time for acon – animang the radar 451
Time for acon – animang the turret 453
Customizing the transion and me warp 454
Using the Prop Look At 456
Time for acon – grasping the basics of Prop Look At 456
Time for acon – using a praccal example of the Prop Look At 458
Applying iClone 5 techniques to Chapter 4, Animang the Characters 459
Time for acon – animang the grill with new features 460
Summary 462
Table of Contents
[ xi ]
Appendix E: Pop Quiz Answers 465
Chapter 5, Enhancing Animaon with Parcles 465
Chapter 6, Working with Cameras 466
Chapter 7, Enhancing Scenes with Images and Videos 467
Chapter 8, Rendering our Work 467
Appendix C, Exploring New Features 467
Appendix D, Discovering New Animaon Tools 468
Index 469
Preface
Reallusion's iClone is an animated movie making applicaon that allows hobbyists,
machinimators, home-based animators, and professionals to visualize their story or an idea
by seeing it in acon. Years ago, creang animaons and single images would require a team
of trained arsts to accomplish. Now, iClone real me rending engine empowers its users
to instantly view what is loaded into the 3D workspace or preview it as an animaon, if you
have the precise instrucons.
The iClone 3D Animaon Beginner's Guide will walk you through the building and animang
of a complete scene and several one-o projects. First we create a scene with sky, terrain,
water, props, and other assets. Then add two characters and manipulate their features
and animate their movement. We will also use parcles to create the eect of a realisc
torch and animate cameras to give dierent views to the scene. Finally, we will see how to
quickly import images to enhance the scene with a mountain, barn, and water tank. It will
cover some fun stu such as playing with props, characters, and other scene assets. It will
also demonstrate some advanced topics such as screen resoluon, formats and codecs but
mostly, it will deal with doing hands on animaon with precise instrucons.
What this book covers
Chapter 1, Installing and Conguring iClone, goes through the installaon and conguraon
process for iClone and discusses the Reallusion iClone community, where to get more assets,
how to use the Content Store and City Marketplace, bringing outside content into iClone
with import and drag-and-drop features, and exploring the iClone interface.
Chapter 2, Creang Your First Scene, we will explore the 3D workspace, create a basic scene
with sky, terrain, water, and props, use Live Plants to create vegetaon, work with standard,
animated, and interacve props. We will build a gazebo prop from 3D building blocks and
texture it, then we'll light the scene to get the mood right.
Preface
[ 2 ]
Chapter 3, Adding and Customizing Characters, we will add characters to the scene and
customize these characters by altering their clothing and type of hair. While doing this, we
will learn how iClone works with external image editors to modify the characters' clothing.
Chapter 4, Animang the Characters, this is a very important chapter in which the meline
will be discussed using key frames to animate our characters. We will work with interacve
props, load and me the dialog between the characters, how to use paths, point-and-click
and director mode for movement, and nally blending and eding moons on the meline,
which can create custom moons from exisng moons.
Chapter 5, Enhancing Animaon with Parcles, this chapter is devoted to fun and eye candy.
We will explore iClone's parcle system. We will learn how to deploy the parcles, aach or
link them, and modify their sengs. Each parcle eect such as re, rain, and dust have their
own control panel with sengs that can be modied for a variety of uses.
Chapter 6, Working with Cameras, a crical chapter in the iClone learning curve. This chapter
devotes itself to the iClone camera system. We'll create cameras, name them, and deploy
them as both animated and stac to suit our needs. We will discuss clipping, depth of eld,
and the important camera switch that allows us to setup a long running shot between
cameras of our choice as the scene plays out.
Chapter 7, Enhancing Scenes with Images and Videos, this is another fun and excing chapter
in which we will discover how we can use two dimensional planes, billboards, and objects
with channel maps to create low poly backdrops and props for our scenes. We will learn to
drag-and-drop video onto objects and why some objects don't want to work properly when
dropping video or an image on them. We'll learn to enhance our scenes with imagery using
opacity maps and other channels.
Chapter 8, Rendering our Work, an oen overlooked but extremely important aspect of our
journey in animaon. We will discuss various types of renders for both sll images and video.
We will cover what video works best for our needs. We will learn what a codec is in comparison
to a container le like AVI, WMV, or MP4, and what container les might t our needs.
Chapter 9, Animang Outer Space, this excing space scene challenges our skills and puts
to use what we have covered in previous chapters. We will learn to plot a path for our
spaceship that explodes as it crosses the screen, but not before we learn to animate a shule
cra escaping from the exploding debris. We also learn to setup two dimensional planes to
create a scene that is alive compared to at background only starelds.
Appendix A, Using Personas, iProps, and Helpers, takes a close look at the Aconscript driven
personas, AML templates and helpers. The secon starts with a basic overview of AML aer
which we explore character Personas, AML driven templates, such as Sit Here and Grab It,
along with helper objects like cars and planes.