| 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 2 of our 2-part tutorial series, we’ll explore how you can bundle all of your building elements into a package, edit it, and finally construct and customize your building for a great rendered finish.  00:14  Creating BuildingGen Packages  01:57  Editing iBuildingConfig Files  05:35  Constructing Complex Structures *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 part two of our
 
building gen series we're going to look
 
at how you can package all of your
 
building elements and then construct and
 
customize your own structure using that
 
package in the first part of this series
 
we assembled and organized all of the
 
elements of our package which will now
 
aggregate you'll find create package on
 
the toolbar and also under the building
 
gen plugin submenu the first thing you
 
want to do is give your package a name
 
size in iclone a single grid length
 
represents 1 meter and here you can see
 
a 2x2 grid which we'll use as our
 
default for now as that was the size of
 
the floor tiles we saved earlier in part
 
one we're just going to set a default
 
style called new style here next and
 
then proceed to add in our elements
 
starting from the base 2x two tile from
 
folder initially you'll want to check
 
off both preferred and include this
 
allows you to set the initial default
 
values when dealing with numerous
 
objects you'll also want to set the
 
appropriate type in this case it's a
 
floor type next ensure that you check
 
off which floors this element can be
 
defined as a floor in this case it's all
 
of them let's bring in a wall element
 
next it's assigned a wall category by
 
default so we don't need to change it in
 
this case we're only going to use this
 
element on the first and second floors
 
I'll bring in another specific railing
 
which I'm only going to set for use on
 
the top level wall and then proceed to
 
save the I building config so we can
 
test out how the simplest base package
 
it will save to the eyu building folder
 
under props and double clicking will
 
bring up the new building
 
panel if we hit build it will give us a
 
very simple two floor structure with a
 
base of two units or 6 M squared as we
 
defined earlier note that the railing
 
acts as the wall for the top floor here
 
according to our settings as well you
 
can select and delete individual
 
please okay let's go back and reload our
 
ey building config file so we can add to
 
it I'll load in a window element and
 
Define it as such for the first and
 
middle floors then add in another and
 
element we can overwrite our previous
 
again this time I'll select a couple of
 
window position resets and you'll see
 
them appear on the respective sides of
 
the building when we select
 
build in this case we get an error as
 
the top floor railing we set as a wall
 
won't be compatible with the size and
 
position of the windows we
 
have let's continue by adding in some
 
door elements starting with the door
 
frame which we naturally want to Define
 
level when we bring in the actual door
 
itself we need to ensure that we have
 
door frames selected and then drag our
 
door element down to the child Element
 
Section instead also defining this as a
 
door now here we want to click on the
 
position settings icon and then preview
 
combined you'll see that the door
 
element itself needs to be
 
repositioned we can also test out the
 
rotation result and you'll see the pivot
 
is at the base Corner that we defined
 
earlier which makes testing a lot easier
 
previously I dragged in the same element
 
twice but you can also simply use the
 
copy paste commands in the building gen
 
packager window to duplicate an element
 
as well in this case since we have a
 
child element it's a lot faster for us
 
to do it this way with the door I'll
 
Define the second one as a corner
 
element and then let's save and test out
 
again just like with Windows you'll want
 
to set your door positions using the
 
once you've hit build you can then test
 
out the rotation of the door within its
 
frame finally let's bring in a couple of
 
pillars and Define them as
 
such naturally we want the railing
 
pillars to be set to the top floor where
 
appear we can then save and rebuild once
 
again we can now see the pillars and
 
posts in their assigned positions
 
however now you'll notice that there is
 
a bit of mesh overlap causing flickering
 
when the camera is moved this is due to
 
the floor thickness not being set to an
 
ideal value when combined with the other
 
elements to refine this let's go back to
 
our packager window and adjust the
 
height value for all of our side
 
elements including walls windows and
 
250 now when we do that and rebuild you
 
can see that the flickering issue is
 
gone you may also want to capture a
 
thumbnail for your packager to make it
 
easier to locate visually to do so
 
simply get a camera view you like then
 
right click on the I building config
 
file in the content manager and select
 
okay finally let's look at how we can
 
modify our initial construction to align
 
with something closer to what we have in
 
the commercialization image if you have
 
something like an L-shaped building
 
you'll always want to start big and then
 
manually delete unwanted sections after
 
the initial build has been
 
generated you can use the middle Mouse
 
button to directly select various sub
 
noes within the building and delete them
 
manually you can also use box select as
 
well to add in vertical elements such as
 
walls or Windows to empty floor tiles
 
simply select your desired floor tile
 
and click the type and orientation of
 
the elements you want from the unit
 
setting section in the building gen
 
window you can select multiple floor
 
tiles simultaneously and add vertical
 
elements that way as well you'll see a
 
blue or pink Gizmo that indicates the
 
position the selected element will be
 
if you've placed multiple copies of the
 
wrong element you can easily replace
 
them as well by multi- selecting then
 
dragging the element you want from the
 
content manager to the customization
 
section here I'm replacing a wall
 
section with some railing you can also
 
feel free to adjust the scale rotation
 
and position of each element manually to
 
here I'm multi- selecting and scaling
 
some wall sections to form a sort of
 
balcony we can then also randomly Place
 
elements like pillars and child elements
 
like the window Interiors without a
 
frame for more variety and
 
creativity here I'm dragging in this
 
window protection grid to the second
 
area on the right to assign it as a
 
child element of our wall section once I
 
get it aligned I can then copy it select
 
another section of wall and then paste
 
it it's also very easy to adjust the
 
material values of all of one element
 
type simultaneously as they are all
 
linked here I have a single floor tile
 
selected but if I modify any property
 
like the saturation here it will
 
transfer to all of the same element
 
building if you want to adjust values of
 
a certain grouped element individually
 
be sure to click on the make unique
 
button this allows you to assign
 
separate UV values for element meshes
 
that you may have previously scaled
 
differently finally be sure to get the
 
best lighting for your style and then
 
you can accessorize your build with
 
various individual props such as
 
more actor core groups are a great
 
solution to quickly and easily populate
 
your scene and bring it to life
 
when you're satisfied you can render an
 
iclone or export everything to a r Trace
 
render environment like unreal or
 
Omniverse for even more visually
 
stunning results that's it for this
 
video guys thanks for watching and I'll