The issue for me is the performance of the app when playing back deformations on (even moderately) complex characters, or painting weights. They added an optional OpenSubDiv package(kinda like a property) that can be added to speed things up a little, but at best it's like a topical ointment rather than a real remedy. They need to try and hit at least 24fps during manipulation and playback on moderate characters. Thankfully, this is still very much a known issue at The Foundry.

But Jordi's right.... the rigging options themselves are really quite powerful. They've got something that's quite unique, yet potent, compared to other commercial tools. It's just hampered by the fact that it's simply too easy to create a character that bogs the system down.

And hey, now with Eric working on FE integration...

-Tim C.

On 6/29/2015 5:35 PM, Jordi Bares Dominguez wrote:
I am very excited following Modo development, lately their drive for animation and rigging has been exceptional and if you are impressed by this when you look at the truly well done animation tools they published on 801 you should be very excited.

look forward to work with it on a real animation project
jb

On 29 Jun 2015, at 21:01, Pierre Schiller <[email protected] <mailto:[email protected]>> wrote:

https://vimeo.com/131766938

Jaw dropping. Now it looks like they nailed. Did everyone see the mesh retarget? and the FK/IK friendly switching?

Opinions?

Cheers.
David.

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