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Sonic the Hedgehog 3

We’re delighted to announce our involvement in Sonic the Hedgehog 3, now showing in cinemas. Directed by Jeff Fowler, Sonic 3 has been a monumental rigging challenge. At Red9, we developed all the character and facial rigs for the film, ensuring every character’s performance was both expressive and true to the original designs.

This project demanded an extraordinary amount of effort to achieve the level of performance required for such dynamic characters, all while preserving the integrity of the models. Fortunately, we were able to build upon the foundational work we’d completed for the Knuckles series on Paramount+, giving us a fantastic starting point for the film’s characters.

Due to the scale of the project, Paramount took the unusual approach of centralised the rigging. Instead of each of the 6 key VFX vendors; Rising Sun Pictures, Rodeo FX, ILM, Fin, Marza and Paramount’s in-house team, setting up the characters internally, they received a standardized “delivery package” of assets. This not only streamlined the process but, more importantly, ensured consistency in character design across all shots. It also allowed animation supervisor Clem Yip to distribute key character pose libraries, further guaranteeing seamless performances throughout the film.

With “Knuckles” we had already laid the groundwork, but for the film we had to massively increase the complexity of all the rig control systems. Working closely with Tyson Hesse and Alin Bolcas, we worked tirelessly perfecting the setups to capture each character’s unique personality.

The character team at Paramount wanted to push the facial shapes harder whilst giving the animators greater flexibility to finesse performances. This meant going back to basics and adding entirely new levels of mesh control under the hood. Huge amounts of work was done at the sculpting phase to add an ever increasing number of cross-blends, essential for managing such complex combinations of facial shapes. The brows being particularly difficult for due to their huge range of motion, required by the characters.

Maya Rigs:

The rigs were built entirely using native Maya nodes, a deliberate choice to ensure seamless compatibility across all vendors without relying on custom plugins. We worked tirelessly to optimize their performance, ensuring they evaluated as fast as possible. To achieve this, we layered deformers in carefully structured stacks and employed various advanced techniques to keep the rigs running in real-time, making sure animators could work smoothly and stay productive. Animators interacted directly with the final asset in Maya, meaning what they saw in the Maya viewport was the exact asset exported to the final caches for rendering.

Expression test by Clem Yip used throughout the project to test both the rigs performance and characteristics

We were also tasked with developing a suite of custom tools for the film, which became part of our Red9 ProPack toolset. This meant that not only did the animators receive consistent rigs, but they also benefited from a unified toolset within Maya. Among the tools we developed were solutions for secondary overlapping animations to handle the characters’ hair spikes, as well as a new animated trails tool to capture the dynamic “fast zips” the characters make across the screen.

In addition to the lead characters, we provided secondary “ball” rigs, used when Sonic and Knuckles zip along, as well as various digital double stand-in rigs for motion tracking, which were crucial for the project.

One of the balls rigs in action

Sonic the Hedgehog 3 has been an incredible project, and we’d like to extend our heartfelt thanks to VFX director Ged Wright and the entire Sonic 3 team for entrusting us with such a pivotal role in a project of this scale.

Red9 ProPack : Update May2022

This is a huge release for the Red9 ProPack, focusing on speed and data integrity, two key points to any modern pipeline.

r9Anim our custom animation format now fully supports the saving and loading of data to and from animLayers, as well as getting a significant speed boost. The new build includes a frame sampler to deal with constrained data. This also gives faster merging of animLayers under the hood on save, something that was an issue in previous versions.

Our SkinSaver system has also been rewritten from the ground up giving a 10 fold speed increase in the loading of complex data. We’ve also added more features and debugging.

On top of these base formats we’ve added functionality to some of the PuppetRig toolsets including our hand interaction system “wrist locks” and changes to the IKFK solving systems.

Finally if you’re needing to remap MoCap data via HIK then we’ve just made that process far easier, allowing the likes of XSENS data to be remapped in 1 go.

r9Anim format updates, focusing on animLayer support and speed
IKFK Casting, match to the final cached solution data
Sometimes the simple ones are the best, copy paste transforms between Maya sessions. We also cover the Red9 HUD setups
WristLocks update, promoting props for better integration to the rest of the toolsets
PRO_TO_BND updates to better support HIK auto-loading of definitions and TPose data. Perfect for the likes of XSENS

Red9 ProPack is gaining more and more traction amongst a wide variety of studios. Sometimes it’s easier, faster and more reliable to integrate a pre-existing solution into workflows than it is to start from the beginning, re-inventing a wheel that we’ve been finessing for the last 10years.

Red9 ProPack is available on subscription in the ProPack tab.

Red9 ProPack Exporter

Delighted to announce a new 3 part series of demos covering all aspects of our Red9 ProPack Exporter System. This hugely in-depth toolset covers all aspect of a modern export pipeline, from full FBX support, custom Playblast handling, our own r9Anim format, ABC alembic outputs to Perforce integration.

01: First we cover the base UI’s and concepts like path management, UI functionality, the node structures themselves, audio connection support and time offset / timecode support as well as some of the more in-depth features of the setups.

02: In this demo we cover the FBX export setups as well as showing you how to wire your own rig to the setup and what’s required. FBX we cover both our custom BindPose Exporter and the Animation Exporter. Topics include the SceneRoot Management, HIK Casting, Additive Anim Exports, Root Motion Compensation & Blendshape Export Management.

03: Final demo in the series covering the Red9 ProPack Exporter, this time we go through the Playblast task and the settings available. These include custom handling of the visibilities & render states of objects as well as custom camera tracking to ensure the camera remains focused in on the characters motions, regardless of the motion.