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