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News / PuppetRig

Bridging the gap, wiring any rigs directly to the Red9 Puppet back-end

This is the final missing link from ProPack, a system to enable you to bind ANY rig, both BODY and FACIAL, to our Red9 ProMetaData systems. This shows you how easy it is to marker up your rig to behave as a native PuppetRig as far as the tools are concerned, exposing the full power of the ProPack to your productions. We’d obviously like everybody to use our Red9 PuppetRig but have to be realistic, so this new UI bridges the gap.

We’ve exposed 2 new nodes designed to mimic the native Red9 Puppet setup and our Facial system, but these have been expanded to be a little more flexible. By simply wiring your rig to these nodes the rest of ProPack will assume it’s running a correctly formatted rig, exposing the full power of the pipeline without any of the work. The wiring is a simple abstract layer that all the tools communicate through, all backed up by our powerful MetaData API.

If you’re running full performance capture then this also exposes all the hooks to our timecode syncing and management systems!

Red9 PuppetRig – Auto Solvers and Trackers, resolving complex data

This is a very quick demo to show just how far the solvers inside the Red9 PuppetRig can be pushed with some insane MoCap data. PuppetRig includes auto-solvers for pole-vector tracking, auto-clavicle solving as well as softIK systems and this video shows just how well they deal with even the most complex data.

As you’d expect all these solvers run not only on BiPed data but also on our Quadruoped leg systems and are fully blendable as we’re more than aware that animators often want complete control, however as a solution within the rigging system they make hand key extremely fast. Best thing is that all the solvers can be quickly baked back to simple translate data on their respective controllers.

For more info feel free to contact us..

Red9 ProPack: Massive updates to our IKFK handlers

This is a huge update to the way that our Red9 ProPack deals with IKFK matching in rig systems. Big new features including :

  • Spine FK-IK matching via a new iterative algorithm which produces a really close match. This is a huge deal for animators going between MotionBuilder and Maya as we can now resolve the spine data far more accurately.
  • Limb System matching including new toe rotate resolving. This enables twist added to the FK to be by-passed and also all random FK toe data to be pushed directly back to the ik solutions.
  • AutoClav resolving and matching for the Red9 PuppetRig, allowing us to finally fully match the arm systems regardless of the state of the Auto-Clav solvers
  • New ParentSpace matching added to the toolsets so we can switch the world space of any of the ik control systems over time with compensation.