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News / Facial

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.

Knuckles : Paramount+

We’re excited to finally be able to show everybody what we’ve been working on for the last year. Knuckles is a 6 part series that follows Knuckles (Idris Elba) on a hilarious journey of self-discovery, now available to stream on Paramount+

Knuckles : Character Rigging

Red9 were delighted to be brought onto the project early in pre-production to take on all of the rigging requirements, both body and facial. Knuckle’s and his friends, Sonic and Tails, are particularly expressive characters and as you can imagine it’s taken some intense development and discovery to be able to push the characters to the extremes required, but hopefully the results speak for themselves.

(image courtesy of Paramount)

The benefit of bringing Red9 to the production is simple, we provided a set of master character rigs that Paramount were then able to distribute to all VFX vendors involved in the project. Usually each vendor would take care of their own rigging requirements so we’re not only removing the duplication of work, but also maintaining the characters identity and abilities across all shots.

Our Red9 ProPack pipeline toolset was also a big part of the project, not only did the VFX vendors all use our animation rigs in Maya, but they also benefited from consistent pipeline tools to maintain and expand the rigs abilities.

Autodesk Maya has been pushed incredibly hard on this show and all without the need for custom proprietary plugins. What the animators saw whilst animating is the actual on screen mesh. The final high res hero rigs we had running in Maya in real-time thanks to a complex layered stack of deformers.

It’s been an absolute blast and we have to extend huge thanks to Paramount and particularly Ged Wright and the in-house VFX team for their confidence in taking us along for the journey, it’s been an absolute blast!

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.