The difference imho is equivalent to modelling pulling vertices to zbrush sculpting. It is the state of mind in which you start thinking about poses, blocking, refinement of animation as a sequence of clear steps rather than a soup of keyframes.
In the sense that an animator does not need to open an curve and worry about slopes but only timing and pose, this is imho a completely revamp of how things should be done and I would bet money if you put a true animator (2d trained with years of experience) the result till blow you mind. My God I have been waiting for this… Finally! It is clear the combination for me is modo+houdini… Jordi Bares jordiba...@gmail.com On 25 Apr 2014, at 18:20, Norbert Kiehne <softim...@norbert-kiehne.de> wrote: > Hmmm, maybe I am missing something here, but what is the difference to > selecting all your controls and using the dopesheet or meta curve region/ > animation editor to change the timing and spacing of your animation? > > > > On 25.04.2014 18:56, Jordi Bares wrote: >> I would say this is a game changer, just give it to a _real_ character >> animator (traditionally trained) and I would bet you the output will be >> amazing. >> >> Jordi Bares >> jordiba...@gmail.com >> >> On 25 Apr 2014, at 17:43, David Rivera <activemotionpictu...@yahoo.com> >> wrote: >> >>> Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the >>> new animation worflow in Modo 801. >>> IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking >>> "south park 2D" and regular 3D animation >>> with this workflow? >>> >>> Modo801 - New Animation worflow >>> >>> ps: video is just uploading. Should be up around 15 more mins. >>> >>> >>> >>> >>> Modo801 - New Animation worflow >>> >>> View on youtu.be >>> Preview by Yahoo >>> >>> >>> >>> David Rivera >>> 3D Compositor/Animator >>> LinkedIN >>> Behance >>> VFX Reel >> > > -- > Norbert Kiehne > Senior 3D Artist >