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.
Maya: How do I use my FBX output?
To animate characters in Maya, please see GameDevAcademy’s tutorial here.
Unreal: How do I use my FBX output?
If you would like to retarget your animation manually in Unreal, please see GameDevAcademy’s tutorial here.
Unreal asset pack
Blender: How do I use my FBX output?
For Blender users, we have included a T-pose rig that you can map to your character before re-targeting your RADiCAL animation to that character.
Make sure you download the T-pose that corresponds to the AI your scene was processed with.
CG Geek provides a comprehensive tutorial for using RADiCAL with Blender that you can watch here.
We also have a quick tutorial on how to use the Blender addon that you can watch here: here.
iClone 7: How do I use my FBX output
If you want to animate characters in iClone 7, please see our friend Simon Keating’s tutorial here.
Does RADiCAL’s rig conform to the HumanIK standard?
Yes. RADiCAL’s FBX output is rigged to the HumanIK standard.
The HumanIK rig can be used across all 3D modeling and gaming packages, including Autodesk Maya, 3D StudioMax, MotionBuilder, Blender, Unity, Unreal, and many more …
There is loads of free information publicly available about using your characters on a HumanIK rig. Essentially, the first step is to set up the character you want to retarget as a HumanIK character. This means in turn that it must have a valid skeleton definition that maps out its skeletal structure.
More general information about HumanIK is available here.