Well I am quite sure Akeytsu isn't really for everyone out there.
I would bet it is for all those TV shows out there were you have to animate
a lot in a short amount of time and were you won't need any fancy rig with
special features.

It might also work for games, but in that case I am not sure how it will
handle mocap data or how the integration to engines will work.

And for feature or commercials were you need to build specific rigs with
certain features I guess it is not useful at all.

But without knowing how the underlying rig works and how it can be adapted
at least to me those previews are quite pointless.

2015-02-23 10:58 GMT+01:00 Jordi Bares Dominguez <jordiba...@gmail.com>:

> That is the method I have been toying around in Houdini but truly is not
> the same, I had to do quite a lot of work to set it up and ultimately you
> have various rigs going on which slows you down and is far from perfect.
>
> I think their idea is so elegant and simple has made me very interested
> but as someone mentioned, it will be nice to see what is the pipeline like
> when updating characters and all that.
>
> My feeling also is that I see Akeytsu as an specialised tool and don’t
> expect to do anything else than pure animation that will be fed to my (more
> sophisticated with muscles and what not) rig in Houdini.
>
> mm
>
> jb
>
> > On 23 Feb 2015, at 09:43, David Saber <davidsa...@sfr.fr> wrote:
> >
> > I have a question about this kind of new way to interact with the 3d
> character:
> > Isn't it just like before, but with hidden rig control objects?
> > Thanks,
> > David
> >
> > On 2015-02-21 01:04, Eugene Flormata wrote:
> >> https://vimeo.com/103633309
> >> this one sure is neat
> >>
>
>
>

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