![]() ![]() The results can be tweaked and modified using character controls or story, MotionBuilder’s non-linear editor or manual offsets to adjust the final animation. HumanIK itself has been updated to support squash-and-stretch on the spine for better solves. The data drives goals within MotionBuilder, then MotionBuilder’s HumanIK system takes over to solve the character’s skeleton from those goals. Markers can drive multiple joints live, and the entire process is completely customisable via Python scripting to create an automated set-up. The set-up is a simple process of dragging markers onto the joints that you want them to influence and assigning a relationship. This should enable you to create a higher-quality animation in a smaller time frame. Ideal for artists new to the process, flexible mocap allows you to assign markers directly and use an improved inverse kinematics solver to drive a character’s joints. The new flexible mocap system feature in 2014 revamps and streamlines the usual motion-capture marker data input pipeline. ![]() MotionBuilder is well known for its place in the motion capture pipeline, and is used to produce high-quality, real-time visualisations on stage and for editing in post-production. At the same time, it is still a great program for aspiring animators and VFX artists to get their technical and creative claws into. Autodesk has described its goal with MotionBuilder 2014 as enabling you to build “a virtual environment where a director can shoot CG scenes, as if they were working with live action”: perfect for the growing use of the integration of CGI in films. ![]()
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