Posts

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 – Butterworth Filter – Animation Re-Sampling on Steroids!

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 noisy data.

The Butterworth filter is actually derived from an audio filter so is superb at taking noise out and re-sampling animation data, we’ve taken this method and wrapped it into a neat, interactive tool inside Maya.

This will save anybody dealing with MoCap or facial data a massive amount of production time!!

This second video is as a result of a request from a number of clients who are dealing with budget moCap setups and needing solutions to help clean-up up some of the low frequency noise inherent in the data …. a perfect case for the Butterworth algorithm. In this case it’s data from Perception Neuron system.

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 Format Part2 : TIMECODE:

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 audio.