Entries by ginger

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 […]

Working with Red9 : PuppetRig and support systems

This new series of videos are designed to give you a wider overview of the Red9 ProPack and what it’s like to work with us on a professional level to help streamline and speed-up your workflows. This first video goes through our Red9 PuppetRig solution, the new DagMenu system and dynamic CharacterPicker.  Crucially it also shows […]

New HealthManager added to ProPack

ProPack just got more powerful with the addition of a crucial new system to check the status of assets before they hit production. We’ve been using this internally for a while now to check our rigs before we ship them out to clients and we thought we’d expand it to all ProPack users…. 😉 Read more […]

Sony Morpheus VR – London Heist

Client : Sony Interactive Entertainment London Studio Project : PlayStation VR Worlds: The London Heist – Red9 Facial Systems “The London Heist” was part of PlayStation VR Worlds, released in October 2016 along with the new PlayStation VR headset. We were tasked with the facial rig systems for the 2 key characters, Mickie and Frank, […]