I also loved these tools! Which studios are using modo for character animation?
A obvious downside is that it is biped focused and not so generic, but it really got me hopeful for modo. On Mon, Jun 29, 2015 at 7:48 PM, Tim Crowson <tim.crow...@magneticdreams.com > wrote: > 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 <activemotionpictu...@gmail.com> > 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. > > -- > Portfolio 2013 <http://be.net/3dcinetv> > Cinema & TV production > Video Reel <https://vimeo.com/3dcinetv/reel2012> > > > > -- > > > -- www.edschiffer.com