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 […]
This author has yet to write their bio.Meanwhile lets just say that we are proud ginger contributed a whooping 25 entries.
Entries by ginger
Now available in Red9 ProPack! This is a huge new feature for any animators dealing with dense baked data…. the Red9 StudioPack already has an interactive curve filter to deal with re-sampling animation curves but soon the ProPack will be getting an all new Butterworth algorithm, one of the main filter methods from MotionBuilder for cleaning up […]
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 […]
Great news for everybody running our Red9 StudioPack from the Autodesk Exchange website, this morning a fresh build went live which is Win, MacOS and Linux compatible. This is a big update for the Exchange Site codebase as the last version was nearly a year old. Lots of bug fixes, a few new toys for you […]
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, […]
We wanted to share this huge update to the Animation Re-Direction system in the Red9 ProPack. This new setup has been driven largely by the needs of one of our clients dealing with mass MoCap and needing to straighten out data shot in a tight volume, a really tough thing to do without a tool […]
Client : Mi, Manchester Project : Delta Safety Video Game The project was for the latest in-flight video from Delta Airlines which is due to go onto all of their planes very shortly, the project also includes a HTML5 game! We were approached by MI in Manchester to do 6 facial rigs from scan data, 2 main […]
This one is a huge deal for anybody doing performance capture and managing cutscenes. We embed timecode into the Maya rig allowing us to reload and re-build scenes from multiple r9Anim files by referencing a timecode pointer. This will even allow us to sync animation data based on the internal timecode of a piece of […]
We’ve spent a huge amount of time in developing a new animation format that does what ATOM should have done in the first place and that is to make animation data easily transferable between rigs, flexible and powerful enough to integrate into other systems.
We did this first video a little while ago but never added it to the blog. The re-director is a lossless animation re-direction setup allowing you to dynamically re-path animation data in Maya. This make NO connections ot your rig at all, it’s all done by caching the anim data and re-applying it rather than […]