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New Character Research
Posted: 20 February 2009 08:53 AM   [ Ignore ]  
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Here’s an interesting new approach to rigging a character:

Pinocchio Demo

and:

Code Links

Maybe this might be something for EITG to look into.

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Posted: 20 February 2009 11:23 PM   [ Ignore ]   [ # 1 ]  
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Interesting demo Kurt. For rapid rigging it could be nice. Ultimately though, I’m not entirely keen on how it weight maps some of the characters. There is a rubbery look to all of their characters. If after rigging and weighting the weight maps could be refined it could be nice. I’d like to see some sharper folds and creases in some of the areas of the legs and arms instead of things looking so mushy.

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Posted: 20 February 2009 11:33 PM   [ Ignore ]   [ # 2 ]  
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Definitely rubbery. However, I thought the idea of calculating the skeleton from a sphere cluster was neat. If EITG could develop a sort of ‘quick, instant’ skeleton creation tool, it might make rigging easier.

Weight maps? We’ll have to see what improvements vs. 8 has to offer. Alonzo seems happy with the beta, so that’s something.

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Posted: 20 February 2009 11:50 PM   [ Ignore ]   [ # 3 ]  
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Wow! that is magic. perhaps could be ready for 8.1 free update smile

thanks for share it.

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Posted: 21 February 2009 12:12 AM   [ Ignore ]   [ # 4 ]  
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Its a great idea. I think the idea of a rapid rigging solution would be a marvelous enhancement for EIAS. At least as a base to entry level character animation work. Diego (dieGolum) has some wonderful examples of work he is doing with his new motion capture system. Just looking at his output of dancing characters animated in Animator, and rendered in Camera is a site to behold. Great work!

Diego’s Work

EIAS CAN become a solid source for this kind of animation. I have no doubt in my mind.

[ Edited: 21 February 2009 12:18 AM by Paralumino]
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Posted: 21 February 2009 12:44 AM   [ Ignore ]   [ # 5 ]  
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Paralumino - 21 February 2009 12:12 AM

Its a great idea. I think the idea of a rapid rigging solution would be a marvelous enhancement for EIAS. At least as a base to entry level character animation work. Diego (dieGolum) has some wonderful examples of work he is doing with his new motion capture system. Just looking at his output of dancing characters animated in Animator, and rendered in Camera is a site to behold. Great work!

Diego’s Work

EIAS CAN become a solid source for this kind of animation. I have no doubt in my mind.

Thank you Brian,

I have the suite of C4D with all modules+Vray, but the truth is that EIAS is the unique program that allows me to test and tests animation render without it becomes a time problem, and it is very solid in BVH import files, often I import 6-8 minutes of motion capture for several caracters simultaneously and works perfectly, but in C4d with just 1 minut for one caracter he becomes very heavy.

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Posted: 21 February 2009 01:04 AM   [ Ignore ]   [ # 6 ]  
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EIAS’ ability to handle massive amounts of polygons and solid support of BVH makes its uniquely qualified to turn into a character animation powerhouse. I’m glad that you’re having some solid initial success. Hopefully we’ll see a turn around in EI for this market one day soon.

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Posted: 22 February 2009 09:35 AM   [ Ignore ]   [ # 7 ]  
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<Ok that is a fantastic work but you need so much requirements and is up to discussion that motion capture is consider to be animation.

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Posted: 22 February 2009 11:24 AM   [ Ignore ]   [ # 8 ]  
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While it might not be “animation” per se, motion capture is an important element in increasing character performance capabilities within EIAS. They are two sides of the same coin and we need them both.

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Posted: 22 February 2009 12:31 PM   [ Ignore ]   [ # 9 ]  
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This BVH input can be important for studios doing games why they havent use these tool,people like EA or others important gaming companies for video games, why they havent invest in EIAS? UV edting and a well implementention with Life Forms which i have never used but since v2.8 it has been promoted to work with motion capture and editing keyframes.

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Posted: 22 February 2009 09:21 PM   [ Ignore ]   [ # 10 ]  
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I can see bvh being used for background characters and crowds. It would also be useful for the ArchViz folks who just want to populate their renderings.

For the rest of us, we need many features, and as Brian has pointed out ‘Brad is fully aware’ of the situation. How well that will translate into upgrades, who knows?

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Posted: 23 March 2009 10:14 PM   [ Ignore ]   [ # 11 ]  
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Since we want to render evrything through Camera `cause is fast quality render why dont they use Messiah to bring in bones since is getting FBX export options. It can play with the big 5 why not EIAS?

I thought it could be a good feature for v9
Thanks,Edgard.

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