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News

Red9 ProPack : SkinTools

The Red9 ProPack SkinTools are designed to manage skinning data and allow users to quickly save, load and debug skin data for their characters. This also allows you to remap joints, quickly moving skinWeight info between joints in the cluster.  In production we tend to pass r9Skn files around routinely when iterating on characters and it’s now a crucial part of our internal workflows so it made sense to expose it to ProPack users!

Red9 Skin Saver solutions

Working with Red9 : Part2 : Managing Animation Deliveries

In this second video in the series we show you just how easy it is to map animation data over to the Red9 Puppet Rig, on-mass, using the Red9 Browser and the “Pro:To_BND” functionality. This hopefully gives you some insight to the power of the Browser when used with the in-built Extensions Manager to add custom functionality, allowing TD’s to expose functions directly to the Animators.

We go through the AnimBinder setup itself, a file that accompanies all Red9 Puppet deliveries. This is ideal for layering fast modifications to any initial character remapping, something only exposed to clients running the Puppet. The Pro Binder setup also natively supports HIK under the hood, allowing you to remap data from any fbx source, including files from MotionBuilder.

Finally we show some of the tricks unique to ProPack to deal with that initial stage of animation clean-up, filtering and re-directing.

With these tools in place you never need to worry about those unforeseen issues when working with MoCap data.

Contact us for more information about either the PuppetRig, ProPack or our Facial rigging services

Working with Red9 : PuppetRig and support systems

This new series of videos are designed to give you a wider overview of the Red9 ProPack and what it’s like to work with us on a professional level to help streamline and speed-up your workflows.

This first video goes through our Red9 PuppetRig solution, the new DagMenu system and dynamic CharacterPicker.  Crucially it also shows we use an abstract layer to communicate with all the tools and the API, meaning that none of our systems are tied directly to the rig solution itself.

Whilst we’d love everybody to use the Puppet Rig we’re more than aware that this is an impracticality for many studios who have invested time into their own rigging systems, this is a neat way to simply add a layer of MetaNodes to fool our systems into thinking they’re dealing with a native Puppet Rig.