Re: akeytsu animation software demo

2015-03-04 Thread Jordi Bares Dominguez
But that is because is not done correctly in Max either.

 On 4 Mar 2015, at 14:53, David Saber davidsa...@sfr.fr wrote:
 
 A world devoid of rigging is the world of Max's Biped... I know a lot of 
 animators who are really happy with it! But when you come from Softimage of 
 Maya, it's shocking. I still think a custom rig is better.
 David
 
 
 
 On 2015-02-27 11:11, Jordi Bares Dominguez wrote:
 Rigging should not exist in a perfect world, how is hat for a controversial 
 statement?
 
 
 




Re: akeytsu animation software demo

2015-03-04 Thread Sebastien Sterling
Somthing like gear is pretty good, and i'd love to see how kraken is
developing.

On 4 March 2015 at 16:16, Jordi Bares Dominguez jordiba...@gmail.com
wrote:

 But that is because is not done correctly in Max either.

  On 4 Mar 2015, at 14:53, David Saber davidsa...@sfr.fr wrote:
 
  A world devoid of rigging is the world of Max's Biped... I know a lot of
 animators who are really happy with it! But when you come from Softimage of
 Maya, it's shocking. I still think a custom rig is better.
  David
 
 
 
  On 2015-02-27 11:11, Jordi Bares Dominguez wrote:
  Rigging should not exist in a perfect world, how is hat for a
 controversial statement?
 
 
 





Re: akeytsu animation software demo

2015-03-04 Thread Cesar Saez
I agree, rigging as an specialization will be replaced by tools in the next
5-10 years (and riggers will move to development or other disciplines).

We have already seen several algorithms to create armatures based on the
mesh shape, there are tools to convert delta mush like deformations to
simple linear skinning (easing the weighting process significatively) and
there are no doubts that sculpting will make their way into rigging.
Films/VFX productions present a totally different scenario, but we are
going towards simulation anyways so it eventually will be automated too.

And all of this is available today!

I'm pretty sure we will finally see/be-part of a change on the rigging
paradigm. Exciting times ahead :)
I agree, rigging as an specialization will be replaced by tools in the next
5-10 years (and riggers will move to development or other discipline).

We have already seen several algorithms to create armatures based on the
mesh shape, there are tools to convert delta mush like deformations to
simple linear skinning (easing the weighting process significatively) and
there are no doubts that sculpting tools will make their way into rigging.
Films/VFX productions present a totally different scenario, but we are
going towards simulation anyways so it eventually will be automated too.

And all of this is available today!

I'm sure we will finally see/be-part-of a change on the rigging paradigm
pretty soon.

Exciting times ahead :)
Cheers!


Re: akeytsu animation software demo

2015-03-04 Thread Cesar Saez
I agree, rigging as an specialization will be replaced by tools in the next
5-10 years (and riggers will move to development or other disciplines).

We have already seen several algorithms to create armatures based on the
mesh shape, there are tools to convert delta mush like deformations to
simple linear skinning (easing the weighting process significatively) and
there are no doubts that sculpting will make their way into rigging.
Films/VFX productions present a totally different scenario, but we are
going towards simulation anyways so it eventually will be automated too.

And all of this is available today!

I'm pretty sure we will finally see/be-part of a change on the rigging
paradigm.

Exciting times ahead :)
Cheers!


Re: OT: Epic going completely crazy

2015-03-04 Thread Adam Seeley
Some more comparisons..

http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



On 3 March 2015 at 21:49, Perry Harovas perryharo...@gmail.com wrote:

 Thanks everyone.

 So (just to be clear, because i don't think I was) I was trying to get
 vertex level animation (not morph targets) into UE4.
 So I want to rig and envelope a character (or object) in another app (like
 Soft or C4D) and animate it with bones.
 Then I want to cache the animation of the deforming mesh, and export that
 out to UE4 without the bones, just the animated mesh.

 I wanted to avoid FBX because, well, it is FBX and has been horribly
 varied and spotty with regards to stability and reliability over the years.
 Alembic is lighter weight, faster to load large caches, far more stable
 and reliable (although this is, of course, also partly dependent on the
 target application
 that hosts the importer).

 The only reason I mentioned morph targets is that many people that were
 users of UE4 had suggested that the way to get vertex level animation
 into UE4 was by using morph targets and doing one morph per frame
 manually. Seemed a bit stupid to do it by hand, to me.

 Am I being ridiculous to not just use FBX? Does FBX work well with vertex
 animation?

 If I was near my machine I would just try it myself, but I won't be for a
 while.

 Thanks again

 Perry



 On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado malcriad...@gmail.com
 wrote:

 Hi Perry,
 you can import animated models and characters wih fbx, and you have two
 ways, with the animation embeded or importing animations separated and then
 aplying them in different ways.
 I had an issue with an animated rope through nulls like skeletons and
 didnt go to well, but i'm new to unreal too so there must be some way i
 don't know yet.
 Morph targets are quite simple, on unreal engine youtube channel there is
 a lot of info.
 Nicolas, what do you think?
 Hope it helps.
 F.

 On Monday, March 2, 2015, Perry Harovas perryharo...@gmail.com wrote:

 I have been using UE4 for a month or so as well, and really enjoy it.

 One note, as far as I can tell it does not yet support Alembic import,
 so getting character
 animation (or deforming geometry animation) into UE4 is either done
 via a skeleton (not as painful if the animated geo is a character I
 suppose), or
 a series of one-frame morph targets to get animated deforming geometry
 to work.
 I have been told this is the way to do it, but I have yet to attempt it
 as it sounds very painful.

 Anybody using it that can verify that, or did I miss something?

 Thanks,

 Perry


 On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito 3dv...@gmail.com
 wrote:

 HTML5 has been added recently, but consider that the engine is quite
 new and the iOS/Android stuff is not well flashed out right now...but
 still, looks awesome, just take a look at Infinity Blade and the Zen Garden
 demo ;)

 2015-03-02 20:56 GMT+01:00 Francisco Criado malcriad...@gmail.com:

 Eugene,

 Unreal exports to Android, IOS, Linux and Windows.

 F.


 2015-03-02 16:35 GMT-03:00 Eugene Flormata eug...@flormata.com:

 does ue4 output to ios/android/ windows/ osx/html5 same as unity does?

 On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor ndman...@gmail.com
 wrote:

 LoL..
 Just after 5 days i paid for first month subscription it become
 free. Amazing!





 --






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 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)



 --
 Sent from Gmail Mobile




 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/

 -25 Years Experience
 -Member of the Visual Effects Society (VES)



Re: akeytsu animation software demo

2015-03-04 Thread David Saber
A world devoid of rigging is the world of Max's Biped... I know a lot of 
animators who are really happy with it! But when you come from Softimage 
of Maya, it's shocking. I still think a custom rig is better.

David



On 2015-02-27 11:11, Jordi Bares Dominguez wrote:
Rigging should not exist in a perfect world, how is hat for a 
controversial statement?