How can I test RADiCAL’s output?
If you want to see how RADiCAL’s output integrates in to your workflow, you can download free FBX files from videos on our explore page.
You can also download FBX files from the Gen 3.1 samples folder in your account dashboard.
To animate characters in Maya, please see GameDevAcademy’s tutorial here.
Using RADiCAL’s FBX output in Unity is simple.
Here is a general (fairly basic) tutorial on how to retarget animations in Unity. It’s not created by us, but it is applicable.
Simply put, to use our FBX output in Unity, you have to make sure that you choose “humanoid” in the rig settings for both the RADiCAL animation:
and the mesh you plan to retarget to:
For Blender users, we make available a free add-on and T-pose rig to help you map to your character before re-targeting your RADiCAL animation to that character.
Both the add-on and the T pose rig can be accessed via our downloads page. Important: when you import the FBX in to your Blender workflow, make sure you select “Automatic Bone Orientation” in the armature options. A detailed video tutorial, created by the add-on developer, Gottfried Hoffman, can be found here. A shorter, less detailed, video tutorial created by the RADiCAL team can be found here.
Separately, our friends at Project Spark Studio have developed an add-on that allows you to make custom retargeting profiles.
Note: at this time, we can only confirm compatibility for results produced with AI version 3.1. We are currently validating whether results from later versions of the AI are compatible with this add-on.
Here’s a great tutorial on how to retarget RADICAL’s animation data in FBX format to characters in Cinema4D.
We recommend you use the free T-pose rig from our downloads page to help you map to your character before re-targeting your RADiCAL animation to that character. You can acess the T pose file for free through our downloads page.
If you want to animate characters in iClone 7, please see our friend Simon Keating’s tutorial here.