Tuesday, 8 October 2019

Red9 ProPack: Animation ReMapping

It's been a while since I undated this Blog, mainly because this will get rolled into the Red9 Consultancy website shortly. However, I wanted to add this new post as this is a really big workflow feature that we've been working on for ProPack and one that other studios really should take a serious look all.

The Animation Re-Targetter (Pro_to_BND ) is a huge part of the Red9 ProPack pipelines and workflows. Designed over the last 5 years to offer clients the ability to remap, on mass, any animation library to a fresh rig and bounce that data over to various formats.

 If you're working with us all our Red9 PuppetRigs come with the base BND binder file, if not you can still create these manually within the toolsets. We go through some of the extreme mapping added to the systems, including the new Spine re-fit solver, giving far more consistent data, perfect if you're moving data between MoBu and Maya consistently.

This is the absolute backbone of a modern pipeline, giving you the ability to simply reuse animation data from any source in your project.





As always please drop me a line if you'd like to take the ProPack for a test drive!

info@red9consultancy.com

thanks

Mark

Tuesday, 19 March 2019

Red9 ProPack continues to grow from strength to strength

With GDC in full swing we thought it a good time to go through some of the recent features of our Red9 ProPack pipeline. ProPack is available in both nodelocked and floating studio license, supporting multiple projects with full Perforce backend support.

ProPack continues to grow from strength to strength, we've been working really hard with some key clients recently on some major new features and we're hearing from more and more studios looking for solid solutions for their animation needs. We can generally take a client from having no rig or pipeline to fully setup within a matter of weeks and that also includes facial rigs and data!




ART Rig Support:
Firstly the latest build of ProPack includes full integration for the Unreal ART Rig, allowing you to hook ProPack systems directly to the rig as if it were a native Red9 Puppet. This is a big advantage to anybody wanting a complex workflow over and above the base systems of the Unreal Art Toolkit.

ART Rig - Read More




Animation ReDirector:
The Re-Director has always been a big part of the ProPack but in the latest builds this is now an interactive tool, allowing for instant feedback and re-pathing of your complex animation data. 

Animation ReDirector - Read More




Rig Manager: 
This bridges the gap between any external Maya rigs and our ProPack metadata systems, allowing for fast binding to the underlying node setups and exposing all the tools with a few clicks.  This is particularly powerful when bound to facial rigs as it also then exposes all of our imageplane and camera management specifically aimed at facial animators.

Rig Manager - Read More




Red9 PuppetRig: 
Our PuppetRig continues to develop along with the toolsets that manage it. This latest version includes a new iterative FK>IK spine fitting system, designed to resolve the issue of poorly fitting ik spline fit to fk data. The iterative fit works a little like a secondary ik solver, trying to best fit the systems.

Red9 PuppetRig updates - Read More




Dynamic Timecode: 
Finally we'd like to introduce you to our dynamic timecode systems, designed to allow for seamless syncing of data from performance capture to final sequence, managing body, facial and audio data inside Maya, none destructive and fully integrated into the entire ProPack pipeline. This system was built alongside CloudImperium games to help them handle their massive moCap needs..

Dynamic Timecode - Read More


More to come including our powerful custom exporter systems aimed at taming your outputs to engine!

For more information don't forget to contact us!!