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Red9 ProPack: Preview Camera support

Yet more development for our Red9 ProPack workflows. This time a new preview camera system which has been added to help animators focus on their work more easily. This is a dynamic system, the camera auto focuses on your character and allows you to switch views via the RMB Dag menus, bound to the rig. Most importantly this doesn’t rely on you running our PuppetRig, it will run on any character as long as it’s wired to the basic system through the RigManager (and that takes 3 minutes max).

What’s really powerful is that this is integrated into our Exporter and Batch systems, allowing you to generate review playblasts using this camera setup, on mass. Imagine being able to generate previews of an entire days moCap session and actually have all of that data in camera shot!

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.

Major update in the capability of the binder systems within Red9 ProPack!

If you’re working with us all our Red9 PuppetRigs come with the base BND binder file, if not you can still create these manually within the toolsets, although many of the complex options are only available directly to the Red9 PuppetRig.

We go through the various options within the remapper itself, both HIK based and pure skeleton based. These allow you to control how the fbx data is applied to the binder skeleton. If your FBXs don’t have a HIK definition don’t worry, there’s a tool for that also.

We also go through the various output formats, r9Anim, Maya File or custom Playblast. The Playblaster also exposes custom camera tracking, allowing mass drops of FBX animations to be quickly converted to movies, with tracked cameras for easy review, the camera focusing in on the renderMesh wires within the MetaRig..

We also showcase some of the new extreme mapping added to the systems, including the new Spine re-fit solver, giving far more consistent data, perfect if you’re moving data between MoBu and Maya consistently. This is the absolute backbone of a modern pipeline, giving you the ability to simply reuse animation data from any source in your project.

Please contact us for more details or for a demo build of ProPack

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 a new wiring setup for ProPack that we’ll be expanding to other Rig systems out there soon.

This massively expands on the abilities of the Unreal Animation Tool Kit (ART) Rig by exposing all of the ProPack goodness in a single click, wiring the rig fully to the MetaData subsystems. In this demo we quickly go through the integration to some of our core tools including :

  • Animation ReDirector, perfect for simple aimposes as well as cutscenes alike.
  • Animation format handling (r9anim) our integrated animation format, fast and very flexible, allowing loading of data in relative world space!
  • Custom RMB DAG menu exposure for fast access to core Red9 functions
  • ProPack Exporter, our own export handling and management system based on the MetaData backends, fully batchable and expandable.
  • P4 integrations, if running Perforce all of our core systems have integrated Perforce hooks.
  • Pose Handling, full pose library management
  • Animation Mirroring, yes, a simple click to mirror your poses or animations.

For more details please contact us directly for pricing or to arrange a demo of the ProPack.