News / Animation

Red9 ProPack : Animation Re-Director’s Now Interactive!!

Animation Re-Director, now with Interactive Live Mode!

We also demo the ultimate goal, Quadruped re-direction

This is a quick demo that goes through the new “MakeLive” interactive mode within the Animation Re-Director tool of ProPack. This is a massive workflow improvement, making the system interactive, allowing things like a simple walk cycle to be turned into a full cinematic sequence, seamlessly handled live in the scene!

The end goal is to allow this system to work fully with Quadrupeds and there’s a WIP file demo of our horse data being handled live, but this is test data only! Note that through the RigManager in ProPack this functionality can be exposed to any character rig!

If you think this could benefit your production don’t forget to get in touch.

Red9 ProPack : Dynamic Timecode management within Maya for Cloud Imperium Games

Complex Production Timecode Tamed!

Ever wondered how a massive production like Cloud Imperium Game’s Squadron 42 deals with the physical amount of performance capture data. How do you manage the sync of separate animation and audio files over multiple shoots, syncing data of headcam footage with audio trimmed and edited into smaller game clips? This demo goes through live assets from CIG and demonstrates the new Dynamic timecode support within the ProPack itself. This is a massive integration of all of our timecode management and syncing systems, expanding on our previous work to produce a very flexible new way of working. This is very relevant to anybody dealing with mass facial performance data.

CIG wanted to track facial performance capture, on-mass, from a master video edit and EDL, cut offline from all the Headcam footage from an entire days performance shoot. The issue was that they then ended up with a single headcam video sequence, containing multiple non-consistent timecodes, yet still needed to be able to sync all the edited audio clips back to the data tracked from this single video.

The tools allowed them to do just that in a simple workflow that not only auto-synced the audio back to the data, but also setup all the export ranges, names and events as well as creating individual r9Anim files of each clip, allowing them to be later loaded back against the body data. Note that the export ranges in the demo were actually extracted directly from the original offline EDL file itself.

Massive thanks to Cloud Imperium Games for letting us show this internal demo.

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..