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>
>
>
>
> --
>
>
>



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