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Portable reallusion iclone 6.1.1728.1
Portable reallusion iclone 6.1.1728.1












Portable reallusion iclone 6.1.1728.1 how to#

We are Unity developers, mainly, so we had to learn how to use Unreal and also Live Link. On top of that, we also had to learn Unreal Engine. The Headshot plugin in Character Creator was used to help craft Guardian Maia. So it was really perfect for what we needed to do which was to create an animation in a short amount of time with a small team. We could also rig our existing character models and bring them into iClone. We customized textures and brought in our own FBX files such as clothing or props. It wasn’t like, ‘Oh, we can’t do much in here.’ You could really do a lot. We could customize as much as we wanted to. I was just like, ‘This is pretty easy.’ Everything was rigged. I came across Reallusion’s Character Creator and iClone. I was just looking for a solution, something that I could learn myself. We spent time just looking at different pipelines to build and animate characters. That’s when the idea of creating an animation came along. What is something manageable that I can do with the team that we have?’, since we’re a small team.

portable reallusion iclone 6.1.1728.1

I really want people to see what the world could potentially look like. It wasn’t long after making the interactive fiction where I thought, ‘I really want to visualize this. In 2018 we released an interactive fiction called Guardian Maia – Episode 1. Maru Nihoniho: Well, I’ve been chipping away at what is now called ‘Guardian Maia’. But, it worked, and that really was the start of my career in game development.ī&a: How did that then lead onto the Guardian Maia project? We didn’t need to spend an awful amount of time on creating game assets or anything, because it was just a small puzzler. It was the complete opposite of what ‘Guardian’ was-no characters, no huge storyline. People in the industry said, ‘Don’t give up, but think of something else that is more manageable.’ So I went back to and created at a smaller puzzle game, and then that was published on the PlayStation Portable. Maru Nihoniho at her Metia Interactive studio. Why should they give me money? So, it didn’t happen. I must have looked like risk alert, big time. Also, the amount of funding that would be needed to make a game like that, it was just out of scope. There was actually a lot of interest, but the interest stopped once they found out that I hadn’t made a game before. But here I was, somebody fresh out of nowhere, coming out with this huge idea to make this huge project called ‘Guardian’. You have to really have something under your belt. It was a story based on a Māori woman and a dystopian future, bringing all these cultural elements into gameplay.Īs I found out quickly, if you haven’t made a game before, then it’s really hard to get anywhere with anyone. And the first idea that I wanted to develop was a game called ‘ Guardian’. Maru Nihoniho: About 18 years ago I started a games development company here in Auckland. With these tools, Nihoniho has been able to build the lead warrior character Maia and deliver a cinematic-level animation that showcases the planned world of the game.īefores & afters asked Nihoniho about her journey in crafting the idea for the game and this dynamic piece of animation.ī&a: How did your ‘Guardian Maia’ originally come about? When Maru Nihoniho wanted to create an animated piece of content to help pitch a game based on the mythology of Māori culture, she did not initially know what tools to use to craft convincing characters and a dense world for the game.īut, through her studio Metia Interactive, she discovered a workflow that incorporated Reallusion’s Character Creator and iClone pipeline, coupled with Unreal Engine. How Metia Interactive is using Reallusion’s Character Creator and iClone, and Unreal Engine, to help craft Guardian Maia.












Portable reallusion iclone 6.1.1728.1