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computer science

IClone

IClone is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand IClone rather than just read about it. In short: iClone is a real-time 3D animation and rendering software program developed and marketed by Reallusion. Real-time playback is enabled by using a 3D game engine for instant on-screen rendering.

Key takeaways

  • IClone belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect IClone to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of IClone from memory before moving on to harder problems.

Reference excerpt

iClone is a real-time 3D animation and rendering software program developed and marketed by Reallusion. Real-time playback is enabled by using a 3D game engine for instant on-screen rendering. Other functionality includes: full facial and skeletal animation of human and animal figures; lip-syncing; import of standard 3D file types including FBX; a timeline for editing and merging motions; a Python API and the Lua scripting language for character interaction; application of standard motion-capture files; the ability to control an animated scene in the same manner as playing a video game; and the import of models from Google 3D Warehouse, among other features. iClone also offers users royalty-free usage of all content that they create with the software, even when using Reallusion's own assets library.

History and development

Origins and iClone 1.0 (2005) Reallusion launched iClone v1.0 in December, 2005 as a tool to create 3D animation and render animated videos. It supported real-time 3D animation and creation of avatars from photographs. Reallusion’s facial mapping and lip-synch animation technology derived from the 2001 release of CrazyTalk 2D animation software. The face mapping tools and real-time 3D animation environment made iClone popular with the community of Machinima, which is a video game based filmmaking technique that transformed gamers into filmmakers by capturing live video action from within video games and virtual worlds, like Quake and Second Life. The ability of gamers to sell or broadcast their films was challenged by game makers. iClone v1.0 was adopted by many Machinima filmmakers and was showcased at the 2005 Machinima Film Festival held at the Museum of the Moving Image in Queens, New York. Reallusion's Vice President John C Martin II presented a demo of iClone at the Machinima Festival and stated that Reallusion would provide a full commercial license for all movies produced with v1.0 and all future versions.

iClone 2.0 (2007) iClone v2.0 was released in March 2007. This update introduced new G2 character styles and Clone Cloth, which creates custom clothing for actors through editing materials and applying them to pre-designed 3D avatar models; it became one of the first ways iClone users could create and sell their own content for iClone. V2.0 also brought particle effects, fog and HD video output.

iClone 3.0 (2008) iClone v3.0 was launched in August 2008, adding a revised UI featuring scene manager for organizing projects and enabling the viewport for live direct object picking and interaction. G3 characters enhanced Clone Cloth options and made character faces more refined with facial Normal Maps. The Editor Mode and Director Mode were introduced to enable a scene editing mode and a live real-time director control mode where users could pilot characters and vehicles with video game-like keyboard controls W, A, S, D. Animation created in Director Mode built a series of live motion data on the iClone timeline and was able to be tweaked in Editor Mode. Multi cameras were added in iClone v3.0 with camera switcher for filming scenes in multiple real-time angles. Character animation was made possible with motion editing for inverse and forward kinematics. Material editing became possible from within iClone so enhancing any prop or actor was capable by exporting and editing material textures and reapplying them to iClone. The stage was enhanced with Terrain, Sky, Water and the first appearance of SpeedTree natural tree and foliage designer. Multiple shader modes in Preview, Wireframe and Pixel shading became options for users to balance the screen output with their machine performance. The Certified Content creators program opened allowing iClone users to upload and market their custom content to a Reallusion hosted portal for content sales.

iClone 4.0 and 4.2 (2009–2010) iClone v4.0 – October 2009 – Drag and drop manipulation and a gizmo for transforming objects within the 3D viewport was added in iClone v4.0. Importing any image or video as a 3D object for real-time playback enabled direct compositing of real-time 3D and video in iClone. Videos were able to be imported as alpha transparent with iClone’s PopVideo companion. Visual effects in iClone were further enhanced with the introduction of real-time HDR (High Dynamic Range) and IBL (Image based lighting). Characters were enhanced with G4 options for enhanced character body styles, improved body mesh and ability to import Poser and Second Life generated texture maps. Jimmy-toon G4 character was introduced as a customizable cartoon bodystyle avatar for iClone. iClone 4.2 released in May 2010 added Stereo 3D support for rendering images and video in anaglyph, side by side and top down formats.

iClone 5.0 and 5.5 (2011–2012) iClone 5.0 and 5.5 released over 2011 and 2012 adding functions for motion capture, Human IK and a pipeline for importing and exporting FBX characters and props for use in game engines and other 3D production tools. Reallusion put emphasis on cross-compatibility with Unity, UDK, Autodesk 3D Studio Max, Maya, Z-brush, Allegorithmic, DAZ and Poser. The iClone Animation Pipeline became a trio of products: iClone PRO, 3DXchange for import, export and rigging, and the Mocap Device Plugin enabling real-time motion capture with the Microsoft Kinect for Windows and OpenNI sensor supported devices. The addition of HumanIK from Autodesk gave natural human motion to iClone and provided animation editing enhancement to generate better motions, foot & hand locking and reach targets for prop interaction. Animation generated with 5.0 and 5.5 could be exported for use external programs. Video game developers benefited from the iClone Animation Pipeline as a way to prepare custom actors for games with face and body animation ready to import into game projects. The iClone Animation Pipeline opened a portal for artists to access the Reallusion marketplace to acquire models, characters and motions for use in games and 3D development.

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with IClone

Start with the simplest possible case. Write down what IClone claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to IClone before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about IClone ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of IClone

In research
IClone appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses IClone in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
IClone is common in secondary-school and first-year university syllabi. It links to neighbouring topics 3D animation software, 3D graphics software, Anatomical simulation, so understanding it makes those chapters shorter.
In everyday life
Look for IClone outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study IClone in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what IClone means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain IClone out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is IClone in simple terms?

iClone is a real-time 3D animation and rendering software program developed and marketed by Reallusion. Real-time playback is enabled by using a 3D game engine for instant on-screen rendering.

Why does IClone matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study IClone?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on IClone.

Tags

  • 3D animation software
  • 3D graphics software
  • Anatomical simulation
  • Lua (programming language)-scriptable software
  • Machinima
  • Motion capture
  • Windows graphics-related software

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