red9

Red9 : TalkBack LipSync service

Delighted to be able to release this new demo of our Red9 TalkBack Facial Lip-Syncing service, taking raw audio data and mapping it to accurate facial motion. This has been in development for over 5 years now and with each new project we pass through the systems, the articulation and calibrations get better and better.

This demo is running on one of our Red9 Facial Rigs in Maya and the results are raw data, straight out of the solver with no animator input at all. The only input is the audio file itself. Being an offline process we can do a lot more tricks on the data than some of the current engine based real-time solutions 😉

TalkBack now runs on any rig, with training, and is a service we offer to all clients. Perfect if your budget won’t stretch to full performance capture! The system also works just as well with cartoon based rigs.

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 : Project and Perforce Handlers

In this demo we go through our new Project Handlers, expose newly upgraded Perforce Integration and go through our r9File class object for all TDs out there wanting an easy life.

This is a hugely important concept for anybody running ProPack, especially within a large studio environment, if you’ve got a demo build of ProPack please ensure you watch at least the first 5 minutes of this video as its a CRUCIAL concept within the pipeline!

The Project Handlers manage all aspects of our systems, anything that requires a variable, a path, a class binding or a settings file they all inspect this system, allowing dependencies to be dynamically changed by simply switching the project mount.

More importantly the system now has deep Perforce integration, managing both server and workspace connection per project. Perforce is also exposed within the Red9 Browser, allowing you to seamlessly browser through your full P4 repository directly within Maya with options to checkout, revert, sync, add etc ..

Finally we go through the r9File handler, a high level file object that binds all of the project systems together, exposing both P4 handling and base OS management in a really simple python object for all TDs to use.

Please connect us for more details