Entries by ginger

Red9 ProPack: Animation Re-Targeter (Pro_to_BND)

The Animation Re-Targeter (Pro_to_BND ) is a huge part of the Red9 ProPack pipelines and workflows. Designed over the last 5 years to offer clients the ability to remap, on mass, any animation library to a fresh rig and bounce that data over to various formats. If you’re working with us all our Red9 PuppetRigs […]

Red9 ProPack: Unreal ART Rig Integrations

Red9 ProPack: RigManager – Unreal ART Rig support Delighted to be able to go through the new integrated hooks we’ve added to Red9 ProPack to natively support the Unreal ART Rig. This arose out of a conversation with Jeremy Ernst and Brad Clark wanting animation mirroring working on the Art Rig, but quickly turned into […]

Red9 ProPack : Animation Re-Director’s Now Interactive!!

Animation Re-Director, now with Interactive Live Mode! We also demo the ultimate goal, Quadruped re-direction This is a quick demo that goes through the new “MakeLive” interactive mode within the Animation Re-Director tool of ProPack. This is a massive workflow improvement, making the system interactive, allowing things like a simple walk cycle to be turned […]

Red9 ProPack : Project and Perforce Handlers

In this demo we go through our new Project Handlers, expose newly upgraded Perforce Integration and go through our r9File class object for all TDs out there wanting an easy life. This is a hugely important concept for anybody running ProPack, especially within a large studio environment, if you’ve got a demo build of ProPack […]

Red9 ProPack – Health Manager API

The Health Manager concept is a massive part of the Red9 ProPack Pipeline, designed to allow TD’s to sanity check files in a neat, clear API with full UI support. Write your own simple compounds either using our default tests or write your own from the ground up and use those to validate your files […]

Red9 ProPack : SkinTools

The Red9 ProPack SkinTools are designed to manage skinning data and allow users to quickly save, load and debug skin data for their characters. This also allows you to remap joints, quickly moving skinWeight info between joints in the cluster.  In production we tend to pass r9Skn files around routinely when iterating on characters and […]