Animation ReDirect tool

Working with Red9 : Part2 : Managing Animation Deliveries

In this second video in the series we show you just how easy it is to map animation data over to the Red9 Puppet Rig, on-mass, using the Red9 Browser and the “Pro:To_BND” functionality. This hopefully gives you some insight to the power of the Browser when used with the in-built Extensions Manager to add custom functionality, allowing TD’s to expose functions directly to the Animators.

We go through the AnimBinder setup itself, a file that accompanies all Red9 Puppet deliveries. This is ideal for layering fast modifications to any initial character remapping, something only exposed to clients running the Puppet. The Pro Binder setup also natively supports HIK under the hood, allowing you to remap data from any fbx source, including files from MotionBuilder.

Finally we show some of the tricks unique to ProPack to deal with that initial stage of animation clean-up, filtering and re-directing.

With these tools in place you never need to worry about those unforeseen issues when working with MoCap data.

Contact us for more information about either the PuppetRig, ProPack or our Facial rigging services

Red9 ProPack : Animation Re-Director Update

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 like this.

The new setup not only keeps all the power of the previous setups, allowing us to direct animations via curves, shaping animations, but also now un-wrap animation data.

As usual if anybody has any questions or is interested in talking about this or our ProPack pipeline drop us an email!

Red9 Pro : Animation Re-Director

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 making any constraints etc.