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 1 of our 2-part tutorial series, you’ll learn about how you can properly set up and assemble the elements of your building into a BuildingGen package that can then be used to construct and customize a building, which we’ll cover in part 2.  00:42  Source Download & Material Assignment  02:15  Simple Element Alignment  05:13  Multiple Element Assembly & Alignment *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 tutorial series I'm
going to introduce the new building gen
 
plugin for iclone we'll explore how you
 
can import custom assets from external
 
online sources like sketchfab or unreal
 
Marketplace and aggregate them into
 
package building templates that can be
 
quickly and easily applied in a variety
 
scenarios in this first video we're
 
going to walk through how you can update
 
a modular content pack from unreal
 
Marketplace and import an organize the
 
various elements in iclone so that they
 
later can be saved as a building package
 
compatible with building gen
 
as mentioned there are a number of
 
source assets available from sites like
 
sketch faab turbos squid or unreal
 
Marketplace in this series we're going
 
to be using this Beach villa pack from
 
Marketplace once downloaded an fbx
 
format you'll generally have separate
 
textures if we Import in this first fbx
 
you'll see an option to break the items
 
up into sub props click yes here as we
 
want to break everything down to its
 
you'll notice as well that there are a
 
number of duplicate meshes here so let's
 
multi select the ones with roof in the
 
name right click and detach from the
 
main parent mesh and add them into a new
 
Source from there I want to assign the
 
proper materials from the fbx textures
 
it just so happens that all of these
 
meshes all have materials with wall in
 
the name so I'll just search that and
 
apply the diffuse normal roughness and
 
ambient occlusion textures to their
 
slots you'll also want to ensure that
 
you set the diffused color under
 
material settings to Pure White
 
if you know that these elements all use
 
the same materials a quick way to
 
transfer all of the maps and properties
 
from one to another is to use the ey
 
tools okay once we've got the material
 
set up for our first elements let's move
 
on to getting the transform pivot and
 
consistent the Pivot Point can be easily
 
set to the top middle in the pivot
 
section under the attributes Tab and you
 
also want to ensure that you reset the
 
transform form and scale values then hit
 
reset to zero out the world position
 
values this will bring the part to our
 
route you can repeat the process for the
 
other elements being sure to place the
 
Pivot Point appropriately based on where
 
that part will mainly be utilized in
 
structure we then want to start saving
 
our elements one by one starting with
 
the large one here as it's already
 
zeroed out to the scene route be sure to
 
use consistent naming when saving to the
 
custom tab and also be sure to zero out
 
the world position before
 
saving let's Import in this fbx
 
containing the wall elements
 
next you can see in the material list
 
that a number of the sub propop meshes
 
if you have same name material checked
 
below under effect settings then when
 
you apply a texture map to any channel
 
it will apply to all of the sub propop
 
meshes with the same material
 
name this is a quick way to apply
 
texture maps to multiple sub propop
 
simultaneously again be sure to set the
 
diffused Channel value to Pure White
 
continuing if the set that you've
 
downloaded doesn't contain any glass
 
related textures you can find a variety
 
of suitable materials in the content
 
manager under media material
 
traditional keep in mind that results
 
will vary based on which final render
 
engine you're using as these are all
 
rendering also be aware that you can set
 
the Shader type to reflection surface as
 
well however here you want to be aware
 
that setting too many surfaces to the
 
Shader type increases resource
 
consumption exponentially and should be
 
sparingly you can repeat this process
 
for any other sub propop mesh that you
 
we can assign the proper textures to the
 
door meshes using the same process as
 
just described as these doors are all
 
pretty unique mesh types let's include
 
them all into our eventual building gen
 
package as with the last scenario we
 
want to start off by detaching them from
 
all the parent meshes by multi-
 
selecting and selecting detach from the
 
menu the doors are a bit more complex
 
than your average roof section as they
 
have hinges and rotation let's start
 
with this one door here again making
 
sure to set the pivot point to the
 
middle then zeroing out all of the
 
values until it's at the scene root now
 
when it comes to certain vertical
 
elements like doors we need to ensure
 
that they're facing the proper way to do
 
this press the F hot key to focus on the
 
mesh if it is not facing towards the
 
camera then ensure that you rotate at
 
is you then want to reset the scale and
 
transform once again before saving it in
 
this case we also want to ensure that
 
the edges of the doorway match
 
completely with the building wall and
 
floor we've already saved the floor
 
ceiling tile so we can now move it
 
around freely to ensure that its
 
position matches the edge of our door
 
frames if we move it so that the edge
 
snaps to the scene route then we can
 
readjust the pivot position of the door
 
frame so that it's on the Front Bottom
 
then reset all the values once
 
now that we've ensured proper alignment
 
between the door and floor ceiling
 
elements we can proceed to save the
 
doorway element to the same folder
 
remembering to keep the naming
 
consistent we can then move it to the
 
finished Source collection to keep
 
organized okay next let's tackle this
 
door frame that has a rotating door
 
within you can see it's made up of three
 
separate sub meshes including the door
 
handle because the door knob will be
 
consistently positioned on the door we
 
can right click and attach it to the
 
door for the door to the door frame
 
however we're going to use Link for
 
now I'll then proceed to adjust the
 
alignment of the door elements to our
 
previously positioned floor panel so
 
correctly and set the pivot Points for
 
the door itself to allow it to rotate
 
properly along the hinges it's
 
recommended to place the Pivot Point at
 
the bottom corner as this ensures better
 
alignment of the height between the
 
frame and the door don't forget to save
 
the various door elements to our
 
dedicated folder individually keeping
 
the names consistent as always for these
 
columns we'll want them to eventually
 
extend Midway into the walls therefore
 
it's ideal to set the pivot Points to
 
the middle bottom here proceed to save
 
for our railings we're going to save the
 
two elements separately as well starting
 
with the internal rails and then
 
columns again be sure to place the pivot
 
Points according to where you want these
 
elements to end up in your building gen
 
set we can continue on to the glass
 
dividers repeating the same process of
 
zeroing out the scale transform and
 
once you finished saving all of the
 
separate building elements you want to
 
ensure that you place them in an
 
organized folder structure create your
 
relevant folders in the content manager
 
and then click and drag the proper
 
elements to their respective
 
folders that covers how to get
 
everything organized for packaging your
 
first building gen set in the next part
 
of this tutorial we'll cover how to
 
package edit and finally construct your
 
building using this efficient workflow