Re: akeytsu animation software demo
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
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
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
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
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! -- -- 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
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?