tag:blogger.com,1999:blog-81809391598980773952024-03-05T09:16:09.850-08:00Red9 Studio Tools for MayaRed9 StudioTools have been born out of frustration at Autodesks reluctancy to add some of these core features and workflows into Maya itself. Why OpenSource, well I want to give something back to the industry as I feel damn sorry for studios without the benefit of a large R&D department to craft pipelines around them. The Studio Pack is designed to speed up a modern animation pipeline.
All comments and suggestions are welcomed. For more info mail me :)Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.comBlogger118125tag:blogger.com,1999:blog-8180939159898077395.post-27986050999690288072020-03-11T03:21:00.000-07:002020-03-11T03:21:43.929-07:00Red9 TalkBack LipSyncing solutions for Facial<iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="240" src="https://www.youtube.com/embed/ABcEE0v8lSc" width="350"></iframe>
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<span style="font-family: Arial, Helvetica, sans-serif;">Red9 TalkBack is our audio driven lip-syncing service we offer to clients. </span><span style="font-family: Arial, Helvetica, sans-serif;">Developed over the last 5 years this uses state of the art algorithms and articulation processing to realistically drive any facial rig, purely from an audio file. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">This is an off-line process, allowing us to achieve far better results that standard engine driven systems but at the expense of being a non real-time solution. Perfect for mid-range cutscenes or projects that can't run to the expense of full performance capture. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">Initially developed to help us test our own Red9 Facial Rigs, TalkBack has matured into a huge system that we're now offering clients. We've already run through a number of high end game projects (all awaiting release) as well as several VFX projects. The system is also flexible enough to also produce accurate results on cartoon data and the more we process, the better the learning algorithms get. </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">For more information please contact us to see how we could help streamline your production! </span><br />
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<span style="font-family: Arial, Helvetica, sans-serif;">info@red9consultancy.com</span>Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-60210251584847042692019-10-08T10:42:00.002-07:002019-10-08T10:42:52.198-07:00Red9 ProPack: Animation ReMappingIt'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.<br />
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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.<br />
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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.<br />
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This is the absolute backbone of a modern pipeline, giving you the ability to simply reuse animation data from any source in your project.<br />
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As always please drop me a line if you'd like to take the ProPack for a test drive!<br />
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info@red9consultancy.com<br />
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thanks<br />
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MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-88009017939181625972019-03-19T12:22:00.000-07:002019-03-19T12:22:46.749-07:00Red9 ProPack continues to grow from strength to strengthWith 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.<br />
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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!<br />
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<b>ART Rig Support:</b><br />
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.<br />
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<a href="http://red9consultancy.com/2019/01/18/red9-propack-unreal-art-rig-integrations/">ART Rig - Read More</a><br />
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<b>Animation ReDirector:</b><br />
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. <br />
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<a href="http://red9consultancy.com/2018/12/06/red9-propack-animation-re-directors-now-interactive/">Animation ReDirector - Read More</a><br />
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<b>Rig Manager: </b><br />
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.<br />
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<a href="http://red9consultancy.com/2018/09/28/bridging-the-gap-wiring-any-rigs-directly-to-the-red9-puppet-back-end/">Rig Manager - Read More</a><br />
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<b>Red9 PuppetRig: </b><br />
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.<br />
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<a href="http://red9consultancy.com/2018/09/25/red9-puppetrig-auto-solvers-and-trackers-resolving-complex-data/">Red9 PuppetRig updates - Read More</a><br />
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<b>Dynamic Timecode: </b><br />
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..<br />
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<a href="http://red9consultancy.com/2018/10/11/red9-propack-dynamic-timecode-management-within-maya-for-cloud-imperium-games/">Dynamic Timecode - Read More</a><br />
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More to come including our powerful custom exporter systems aimed at taming your outputs to engine!<br />
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For more information don't forget to contact us!!<br />
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<br />Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-48755075193618705602018-09-20T11:25:00.000-07:002018-09-20T11:25:12.498-07:00Red9 ProPack: Project and Perforce Handling<br />
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<a href="http://red9consultancy.com/2018/09/14/red9-propack-project-and-perforce-handlers/" target="_blank">Red9 Consultancy Link</a><br />
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In this demo we go through our new Project Handlers, expose newly upgraded Perforce Integration and go through our r9File class object for all TDs out there wanting an easy life.<br />
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This is a hugely important concept for anybody running ProPack, especially within a large studio environment, if you’ve got a demo build of ProPack please ensure you watch at least the first 5 minutes of this video as its a CRUCIAL concept within the pipeline!<br />
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The Project Handlers manage all aspects of our systems, anything that requires a variable, a path, a class binding or a settings file they all inspect this system, allowing dependencies to be dynamically changed by simply switching the project mount.<br />
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More importantly the system now has deep Perforce integration, managing both server and workspace connection per project. Perforce is also exposed within the Red9 Browser, allowing you to seamlessly browser through your full P4 repository directly within Maya with options to checkout, revert, sync, add etc ..<br />
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Finally we go through the r9File handler, a high level file object that binds all of the project systems together, exposing both P4 handling and base OS management in a really simple python object for all TDs to use.<br />
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Please connect us for more detailsRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-91198392493377786882018-07-10T10:29:00.000-07:002018-07-10T10:29:03.520-07:00Red9 ProPack: upgraded FK>IK matching systems and ParentSpace management added to ProPackDelighted to be able to announce a massive upgrade in the way that we deal with FK>IK systems and ParentSpaces within the Red9 ProPack pipeline. Key to this is a new Spine matching algorithm that we've hooked up to the Red9 PuppetRig to give us a really solid match between FK and IK spine systems, something that always been very difficult to achieve.<br />
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Also added are upgrades to the Limb matching to deal with FK twist when switching over to IK, new toe rotate extraction and full management of our Auto-Clavicle setup withing the rig. This allows clients to animate with the solver on but always bake it back down to clean extracted rotate data.<br />
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On top of all of this we've added ParentSpace matching to the systems so now you really can mess with the world space of the rig and always push systems around to match over time.<br />
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All of the new features also include a new SmartBake setup such that data can be matched to current keys within the system rather than per frame baked data, perfect for clients hand-keying animation rather than moCap data.<br />
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As always check-out our other updates on the news feed of our website or on our Vimeo Channel<br />
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thanks<br />
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MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-177750420173192902018-04-17T04:03:00.000-07:002018-04-17T04:03:05.584-07:00Red9 ProPack : HealthManager<br />
The Red9 Health Manager concept is a massive part of the Red9 ProPack Pipeline, designed to allow TD’s to sanity check files in a neat, clear API with full UI support. Write your own simple compounds either using our default tests or write your own from the ground up and use those to validate your files before pushing them out to production.<br />
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I can’t stress enough just how much this has saved our lives over the last few years, allowing us to ensure all our assets are solid before we send them out to clients. This demo first goes through the initial concepts and UI, then we cover some of the more complex tests. Finally we go through how to write your own tests and Validation classes.<br />
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Note: if you’re running blendshapes and having fbx index issues watch on!!<br />
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As always, please checkout the Red9 website for more details, and don't forget to subscribe to the new YouTube channel!<br />
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thanks<br />
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MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-25435512904676421532018-03-06T11:29:00.000-08:002018-03-06T11:29:34.822-08:00New YouTube Channel!Red9 is moving it's main demo videos and updates over to our new YouTube channel:<br />
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<span style="font-size: large;"><a href="https://www.youtube.com/channel/UC0VXa1NA72C7zNwZ2E5pILA" target="_blank">Red9 YouTube Channel</a></span><br />
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Vimeo has been great over the years but YouTube is just easier to manage in the long term. Lots of new updates on there and more to come.<br />
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Please also make sure that you checkout our main website for news and announcements<br />
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thanks<br />
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MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-34342526157100061682017-12-18T08:48:00.000-08:002017-12-18T08:48:05.428-08:00Red9 ProPack : Skin Saver<pre class="python" name="code"><a href="http://red9consultancy.com/2017/11/06/red9-propack-skintools/"><b><span style="font-size: large;">Watch the Vimeo Demo</span></b></a>
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For those who missed the update on the Red9Consultancy/News feed......</div>
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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!<pre class="python" name="code"></pre>
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Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-63000061576769900272017-07-11T02:21:00.001-07:002017-07-11T02:21:42.269-07:00<div class="separator" style="clear: both; text-align: center;">
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<br /><br /><br />For those of you who don't follow the Red9 website news section I highly recommend you add it to your RSS feed. The 2 links below are new demos that go into much more detail than ever before about the whole Red9 ProPack and PuppetRig workflows. <div class="separator" style="clear: both; text-align: center;">
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<b><span style="font-size: large;"><a href="http://red9consultancy.com/2017/06/06/working-red9-puppetrig-support-systems/">Demo 1 : Red9 PuppetRig</a></span></b><br />
<br />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.<div>
<br />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.</div>
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<br />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.<b><span style="font-size: large;"><br /></span></b>
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<a href="http://red9consultancy.com/2017/06/13/working-red9-part2-managing-animation-deliveries/"><b><span style="font-size: large;">Demo 2 : Red9 - Managing Animation Deliveries</span></b></a><br />
<br />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.<br /><br />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.<br /><br />Finally we show some of the tricks unique to ProPack to deal with that initial stage of animation clean-up, filtering and re-directing.<div>
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<span style="font-family: inherit;">Lots of goodies in these rwo videos and more to come</span></span><br />
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Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-33167702661465921672017-05-18T12:43:00.000-07:002017-05-18T12:43:45.378-07:00Red9 ProPack – Butterworth Filter – Animation Re-Sampling on Steroids! <pre class="python" name="code"><b><span style="color: white; font-size: large;"><a href="http://red9consultancy.com/2017/05/15/red9-propack-butterworth-filter-animation-re-sampling-steroids/" target="_blank">Read More Here</a></span></b></pre>
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Coming Very Soon!!!<br />
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This is a huge new feature for any animators dealing with dense baked data. The Red9 StudioPack already has an interactive curve filter to deal with re-sampling animation curves but soon the ProPack will be getting an all new Butterworth algorithm, one of the main filter methods from MotionBuilder for cleaning up noisy data.<br />
<br />The Butterworth filter is actually derived from an audio filter so is superb at taking noise out and re-sampling animation data, we’ve taken this method and wrapped it into a neat, interactive tool inside Maya.<br />
<br />This will save anybody dealing with MoCap or facial data a massive amount of production time!!<br />
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Cheers, and don't forget to link to the "News" section of our new web-site for more updates on Red9<br />
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thanks<br />
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MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-33380600009081784332017-04-13T07:16:00.002-07:002017-04-13T07:16:29.522-07:00New Health Manager added to ProPack!<pre class="python" name="code"><a href="http://red9consultancy.com/2017/04/13/new-healthmanager-added-propack/" target="_blank"><b><span style="font-size: large;">Read More Here</span></b></a>
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ProPack just got more powerful with the addition of a crucial new system to check the status of assets before they hit production. We’ve been using this internally for a while now to check our rigs before we ship them out to clients and we thought we’d expand it to all ProPack users…<div>
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Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-54643991752419294592017-03-31T04:58:00.000-07:002017-03-31T04:58:16.252-07:00Red9 StudioPack - New Autodesk Exchange Build released!<a href="http://red9consultancy.com/2017/03/31/red9-studiopack-build/" target="_blank">http://red9consultancy.com/2017/03/31/red9-studiopack-build/</a><br />
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Great news for everybody running our Red9 StudioPack from the Autodesk Exchange website, this morning a fresh build went live which is Win, MacOS and Linux compatible. This is a big update for the Exchange Site codebase as the last version was nearly a year old.<br />
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Lots of bug fixes, a few new toys for you animators to play with and deeper integration for the ProPack, including full exposure in the API Docs so you can see just how far the ProPack codebase has grown.<br />
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There’s also a new CodebaseTarcker.xml which will go through all the majors changes over the last 6 months or so.<br />
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For more details see our main website post at the top if this post:)<br />
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<br />Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-30658139840765116912017-02-20T10:09:00.000-08:002017-02-20T10:09:31.222-08:00New Red9 Website!Well we finally launched our new website and as part of that we have a new blog which will become our main point of reference from now on. This blog will still be active but mainly just for more random mutterings.<br />
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The new site also has a ton of details regarding the ProPack toolset, overviews of the key features and projects that we've been involved in.<br />
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<a href="http://red9consultancy.com/" target="_blank">red9consultancy.com</a><br />
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thanks<br />
<br />
MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-38695655897580024882016-12-10T12:00:00.001-08:002016-12-10T12:01:43.731-08:00Red9 ProPack : Animation Re-Director UpdateI wanted to share this huge update to the Animation Re-Direction system in the Red9 ProPack. This new setup has been driven largely by the needs of one of our clients dealing with mass MoCap and needing to straighten out data shot in a tight volume, a really tough thing to do without a tool like this.<br />
<br />
The new setup not only keeps all the power of the previous setups, allowing us to direct animations via curves, shaping animations, but also now un-wrap animation data.<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="250" mozallowfullscreen="" src="https://player.vimeo.com/video/193704921?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400"></iframe><br />
<br />
As usual if anybody has any questions or is interested in talking about this or our ProPack pipeline drop me a mail!<br />
<br />
Many thanks<br />
<br />
Mark<br />
<br />Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-81233137908526914552016-09-22T00:48:00.002-07:002016-09-22T00:48:44.722-07:00Red9 ProPack - Animation Systems updates now available to ClientsIt's been a while since I posted on the blog and I thought it about time I did a few new updates to show what's now available in the Red9 ProPack to Clients taking Red9 Support.<br />
<br />
Firstly don't worry, StudioPack continues to get a lot of back-end updates and if you go grab latest from GitHub you'll see we've recently added all the ProPack codebase to the API docs so you can see just how much we've extended the pipelines for Pro.<br />
<br />
So where's all the development going... well as you'll see below we've been concentrating most of our efforts on the bigger picture, creating the kind of animation tools that keep us on top of the game, offering clients that extra edge and taking the stress out of a modern pipeline.<br />
<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="250" mozallowfullscreen="" src="https://player.vimeo.com/video/126124902?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400"></iframe><br />
<br />
<span style="font-size: large;"><b>Red9 Pro : Animation Re-Director</b> : </span><br />
I did this first video a little while ago but never added it to the blog. The re-director is a lossless animation re-direction setup allowing you to dynamically re-path animation data in Maya. This make NO connections ot your rig at all, it's all done by caching the anim data and re-applying it rather than making any constraints etc.<br />
<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="250" mozallowfullscreen="" src="https://player.vimeo.com/video/183662427?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400"></iframe><br />
<br />
<br />
<b style="font-size: x-large;">Red9 Pro : </b><span style="font-size: large;"><b>Animation Format Part1</b>: </span><br />
We've spent a huge amount of time in developing a new animation format that does what ATOM should have done in the first place and that is to make animation data easily transferable between rigs, flexible and powerful enough to integrate into other systems.<br />
<br />
<br />
<iframe allowfullscreen="" frameborder="0" height="250" mozallowfullscreen="" src="https://player.vimeo.com/video/183663024?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400"></iframe><br />
<br />
<b style="font-size: x-large;">Red9 Pro : </b><span style="font-size: large;"><b>Animation Format Part2 : TIMECODE</b>: </span><br />
This one is a huge deal for anybody doing performance capture and managing cutscenes. We embed timecode into the Maya rig allowing us to reload and re-build scenes from multiple r9Anim files by referencing a timecode pointer. This will even allow us to sync animation data based on the internal timecode of a piece of audio.<br />
<br />
Many thanks<br />
<br />
<br />
MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-60780311784033872462015-05-12T12:15:00.000-07:002015-05-12T12:15:41.498-07:00Red9 Production - First outing of our new rigging systems<iframe allowfullscreen="" frameborder="0" height="250" mozallowfullscreen="" src="http://player.vimeo.com/video/127587172?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400"></iframe><br />
Over the last 6 months Red9 Consultancy has been gearing up and in the process getting some really nice gigs. This is the first TV commercial to use our new rigging systems, lots of squash, stretch and full quadruped rigging. Great project to be involved with and this is just one of a series for the client.<br />
<br />
More production examples coming soon showing off our Facial rigging systems which has kept us very busy indeed!<br />
<br />
cheers<br />
<br />
MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-84206793482758201292015-05-12T12:05:00.000-07:002015-05-12T12:05:17.005-07:00Red9 ProPack - First Sneak Peak - Animation ReDirector<iframe allowfullscreen="" frameborder="0" height="250" mozallowfullscreen="" src="http://player.vimeo.com/video/126124902?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400"></iframe><br />
We'll we thought it was about time that we started to show you what we've been up to with the Red9 ProPack. This first demo is the Animation ReDirector, a powerful tool for doing just that, taking a current animation and non-destructively and dynamically re-directing the animation.
Hope you like it, plenty more to come over the next few months as we gear up to release the new tools pack, we just need to work out the licensing options and the back-end of the code!<br />
<br />
cheers<br />
<br />
Mark
Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-64973678545726606472015-02-09T13:16:00.001-08:002015-02-09T13:17:30.642-08:00Red9 Language Packs!Wow, it's been a while since I posted up, hopefully over the next few months we'll be showing a lot more of what we've been up to both with the pro-pack and the consultancy business. We we're recently involved in a number of TV commercials which we should be able to show very soon, one a full performance facial setup for a Toyota commercial so watch this space!<br />
<br />
In the mean time, I wanted to talk about language packs and how much interest there may be out there for us shipping Red9 StudioPack in multiple languages?<br />
<br />
We were talking to some Chinese clients earlier today and the topic came up again so, I've been busy switching all the menu text over to a mapper file that we can easily replace and get translated. It's basically just a Python module with all the text in it that we import on boot, all we'd have to do to change the language is change the binding.<br />
<br />
So, who out there would like to see this, and if so, what languages, would you be interested in helping us translate the mapping file?<br />
<br />
thanks<br />
<br />
Mark
Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-18603592551446894232014-11-11T08:35:00.000-08:002014-11-11T08:35:21.119-08:00Progress!!!I thought it about time I did an update just so it doesn't seem like I've abandoned Red9!<br />
<br />
Absolutely nothing could be further from the truth, the Studio Pack is getting some huge upgrades in preparation for the Pro-Pack, lots of extra support for transfer methods to take data between rigs, new animation file format, extensions to the pose format and a ton of other features and tweaks.<br />
<br />
So what have we been up to?? In integrating the Pro-pack it's taking time restructuring the codebase, internally we now have 3 different modules running, the main StutioPack, the new Pro-Pack and our own internal systems which now include our new procedural rigging system and facial setup. We're deep in production with a few exciting clients and the new Red9Consultancy business is really starting to take off, thanks to all the support to everybody out there for spreading the news about the StudioPack ;)<br />
<br />
Once we've finished the two projects we're working on we're hoping to update the main web-site so everybody can see what we're up to, and hopefully choose Red9 for their consultancy work, or rigging and facial solutions.<br />
<br />
If you haven't already been over to the new website go for it:<br />
<br />
<a href="http://red9consultancy.com/">red9consultancy.com</a><br />
<br />
thanks<br />
<br />
Mark<br />
<br />
<br />
<br />
<br />Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-14166443697337688422014-07-16T07:59:00.000-07:002014-07-16T08:03:47.941-07:00MetaData Develop Conference Talk notes<a href="http://www.developconference.com/seminar/Coding-a-Maya-production-pipeline-with-MetaData">http://www.developconference.com/seminar/Coding-a-Maya-production-pipeline-with-MetaData</a><br />
<br />
The talk went well, and I promised I'd make these available so here the links. The PowerPoint has notes on it that I used to remind me but hopefully you'll also find them useful too. The videos that I showed during the talk are also now on Vimeo (just got one more to upload) I recorded these in the studio so they're a bit noisy, they were only intended to be used a video tracks to talk over, but I think they might help if you have the ppt next to you.<br />
<br />
So, PowerPoint is here: <a href="https://drive.google.com/file/d/0B-xGv1UjoT88Nm9WSkNweC1sZ2M/edit?usp=sharing">Power Point: MetaData in a Maya Production Pipeline</a><br />
<br />
Videos:<br />
<br />
Video 1: MetaData Attribute Handlers
<iframe allowfullscreen="" frameborder="0" height="250" mozallowfullscreen="" src="http://player.vimeo.com/video/100882408?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400"></iframe><br />
Video 2: MetaData - MetaRig
<iframe allowfullscreen="" frameborder="0" height="250" mozallowfullscreen="" src="http://player.vimeo.com/video/100883383?title=0&byline=0&portrait=0" webkitallowfullscreen="" width="400"></iframe><br />
<br />
Video 3: MetaData - MetaFacial in the Crytek Pipelines
To follow:<br />
<br />
Hopefully you'll find these useful, mail me if you have any questions about the talk, or Red9<br />
<br />
thanks<br />
<br />
MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-35928658115526646752014-07-04T08:23:00.001-07:002014-07-04T08:23:38.014-07:00Now Autodesk Certified :)<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLCm885ufOJHiIsfXxRa7YJzA2v5S4BkHb5AURYh_0fpJ_eHDns4MAnySQwtjPXVlGf3T37CX6nOOEQkQa6dUHpTTlaJBJdH3T2Bu9T3upZWwP1HfMUB82zCHdSFr-SG7Epw5_c6Wsk1QZ/s1600/certified.jpg" imageanchor="1"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLCm885ufOJHiIsfXxRa7YJzA2v5S4BkHb5AURYh_0fpJ_eHDns4MAnySQwtjPXVlGf3T37CX6nOOEQkQa6dUHpTTlaJBJdH3T2Bu9T3upZWwP1HfMUB82zCHdSFr-SG7Epw5_c6Wsk1QZ/s400/certified.jpg" /></a><br />
<br />
Great news from Autodesk and the Exchange site, Red9 StudioPack is now an Autodesk certified application. The build on the Exchange site has also now been fully updated and wrapped into a solid installer that support Win, OSX and Linux.<br />
<br />
Thanks to the guys at Autodesk for spotting an issue with the doc api links.<br />
<br />
If you download from the exchange then please remember to add a rating to it, it keeps the app on the featured list.<br />
<br />
thanks<br />
<br />
MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-34493473831480292202014-06-20T05:16:00.001-07:002014-06-20T05:19:16.136-07:00More Audio goodness<div class="MsoNormal">
I've just added extra functionality to the Audio handlers in Red9 that hopefully you'll all find useful. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Firstly I've expanded on the conversion tools to handling timecode, we now have the full complement:</div>
<div class="MsoNormal">
<br />
<pre class="python" name="code">milliseconds_to_Timecode(milliseconds, smpte=True, framerate=None)
milliseconds_to_frame(milliseconds, framerate=None)
timecode_to_milliseconds(timecode, smpte=True, framerate=None)
timecode_to_frame(timecode, smpte=True, framerate=None)
frame_to_timecode(frame, smpte=True, framerate=None)
frame_to_milliseconds(frame, framerate=None)
</pre>
<br /></div>
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We're using these internally to process timecode around our MoCap deliveries, converting time to the relevant units as and when required.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh74XrdO7JoFaa786sSQcp9Y1sBMTKnFA7J4HQiYRZlaZKC7OCLHmMGwl0EqDY7uAcjzwHRrGSfBCiComp2dzNRNcq8cSNWjGryV3aLMsFVk0MLafkxOJBQfF1Q_WFuPlZJhNzqjAc2j5rS/s1600/Red9_SoundMenu.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="color: black;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh74XrdO7JoFaa786sSQcp9Y1sBMTKnFA7J4HQiYRZlaZKC7OCLHmMGwl0EqDY7uAcjzwHRrGSfBCiComp2dzNRNcq8cSNWjGryV3aLMsFVk0MLafkxOJBQfF1Q_WFuPlZJhNzqjAc2j5rS/s1600/Red9_SoundMenu.jpg" /></span></a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I've also added a new function to the Red9_Sound menu in the Trax Editor, 'Sync_BWavs' which is designed to automatically sync multiple BWav files to their internal timecode. BWav's are Braodcast Wav's used when recording audio with timecode as it embeds the data into the wav's header, very useful in production.<br />
<br />
The new function processes either the selected audio nodes
in Trax, or ALL wavs in the scene, depending on selection. It then inspects the
internal BWav's timecode, and if found and valid it will shift the audio nodes
in Maya to match their original timecode's, re-syncing them to the original shoots
timelines. </div>
<div class="MsoNormal">
<br />
I've also done a few fixes to the AudioNode class, adding the setters that were missing in some of the properties.<br />
<br />
cheers<br />
<br />
Mark</div>
Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-37606989233615173942014-06-05T06:31:00.002-07:002014-06-05T06:31:43.205-07:00New AnimUI functions....<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg20bZhr_hhaeWhXo50YvYFWWNvVLgmhbTDBYKMjstU2pqO8hhAvBlY34u7UMw9xnX0f_1O-_IJeK21cBopf0nS87eAU9Di6YVY0TXsHnaz50Wc0jcN1OyofoTM9_Q_PRY7oIzlQ0sTDNyu/s1600/New_filter_options.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg20bZhr_hhaeWhXo50YvYFWWNvVLgmhbTDBYKMjstU2pqO8hhAvBlY34u7UMw9xnX0f_1O-_IJeK21cBopf0nS87eAU9Di6YVY0TXsHnaz50Wc0jcN1OyofoTM9_Q_PRY7oIzlQ0sTDNyu/s1600/New_filter_options.jpg" height="301" width="400" /></a></div>
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<br /></div>
<div class="separator" style="clear: both; text-align: left;">
So a few updates. I've been working on the back-end to the AnimUI a fair bit recently and have exposed a few new options that should be useful to you all.</div>
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First one is the matchMethod - this is the code that takes 2 hierarchies and matches them, node for node to them process correctly. This is used by all the anim code calls, copyAttrs/Keys, poseLoad etc so it's a really low level feature. Now this has been there for a while but it wasn't actually hooked up correctly...ooops! There's been a flag to control the matchMethod but it was missing an option, and that in turn has caused a few of you issues.</div>
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<br /></div>
<div class="separator" style="clear: both; text-align: left;">
The new option is 'index' and that turns OFF all the matching code and just takes the 2 hierarchies that the filter found, and zips them together in the order they were found. Why? well this is what Maya native does on all hierarchies, absolutely no intelligence just one to one mapping. It will now allow things like this to match:</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
AlphaRig_WristCtrl == BetaRig_WristCtrl</div>
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<br /></div>
<div class="separator" style="clear: both; text-align: left;">
previously this would never match as there's no naming match there, other than me allowing you to enter a search and replace to the UI. With the index option it will match, as that node was found as the 4th child of the hierarchy in both rigs. This also means that the Pose's stored for Alpha_Rig will load correctly to Beta_Rig ;)</div>
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<br /></div>
<div class="separator" style="clear: both; text-align: left;">
So what else, well I've added sort logic to the poseUI. You can do a number of new things in there. Firstly the searchBox takes comma separated searches, so you can add "walk,run,idle' and it will show those as a filter. You'll also notice there's 2 new icons, sort by name, and sort by date. This has been getting on my nerves as my facial library at work is 80+ shapes and if I add a new one I have a lot of scrolling to do!! So sort by date is a godsend.</div>
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These are in the GitHub branch and will shortly go into another live release, after testing ;)</div>
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cheers</div>
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<br /></div>
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Mark</div>
Red9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-25769335263283671772014-05-30T01:20:00.000-07:002014-05-30T01:20:10.111-07:00Red9 StudioPack v1.43 released<br />
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<br />
<br />
Well another month and another new build, as with the last one, and all future builds, I'll be taking release tags on GitHub that you can just browse to and download directly from there, far easier than Google Drive!<br />
<br />
<a href="https://github.com/markj3d/Red9_StudioPack/releases/tag/1.43">https://github.com/markj3d/Red9_StudioPack/releases/tag/1.43</a><br />
<br />
This release is focused on stability in the animationUI. In 1.42 I started to integrate animLayer support but there were some bugs in the way the ui handled the calls so I've gone back to the drawing board and hopefully, come up with integration that guides you through the extar steps as and when you need to.<br />
<br />
A few bits of logic to be aware of:<br />
<br />
<ul>
<li>CopyKeys has it's own 'mergeLayers' checkBox, this now controls ONLY the copyKeys call from the UI. The animLayer call here is non-destructive.</li>
<li>SnapTransforms - over time this has a pre-copyKey's checkbox but I've removed the merge layer logic from it. Instead it now, by default, does an animation merge in the background before running the pre-copy of keys, prior to the snap itself. No animLayers are destroyed or effected, this is purely a backend function.</li>
<li>MirrorAnimation - This now will prompt you if you have animLayers on any of the mirror objects, if so it will ask if you want to merge them first. Mirror is the only call that has to act on flattened animLayers and is destructive, you will loose the layers but gain a mirrored anim sequence.</li>
</ul>
<br />
<br />
There's many other fixes, PoseBlend now habndles the undoStack correctly, it was caching every iteration of the slider before, not good! Also the poseLib search box now takes comma separated text, so you can filter for multiple tags at the same time.<br />
<br />
Main commits:<br />
<br />
<ul>
<li><i>Fix - Red9_Anim - fixes to the poseBlender code so it now handles the undoQueue correctly, as chunks and returns object selection correctly.</i></li>
<li><i>New - Red9_Anim - Pose search now accepts multiple strings, comma separated ie 'walk,run,idle'</i></li>
<li><i>Fix - Red9_Anim - fix's in the way that all the commands wrappers in the UI handle AnimLayers - more info and dialog's added to guide you through.</i></li>
<li><i>New - Red9_Meta - added new call 'getNodeConnections' which will replace the 'getNodeConnectionAttr' in calls, designed to return all connections between a given node and the mNode, with filtering</i></li>
<li><i>Mod - Red9_Core - added double3 handling to the lockChannels call, this was causing issues when passed double3 like 'translate' </i></li>
<li><i>Fix - Red9_Audio - added correct float conversion to all the timecode and framerate conversion functions</i></li>
</ul>
<br />
<br />
Any feedback as usual just ping me<br />
<br />
thanks<br />
<br />
MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0tag:blogger.com,1999:blog-8180939159898077395.post-6402490761254843322014-05-27T03:44:00.002-07:002014-05-27T03:44:48.879-07:00Develop Conference - MetaData Coding in a Maya Production Pipeline<b>Develop Conference Talk</b><br />
<br />
I'm going to be doing a talk at Develop Conference in Brighton this year, going through how we've integrated the Red9 MetaData API into our production pipelines at Crytek. I'm in the middle of writing the talk and figuring out how much detail to go into.<br />
<br />
The conference is happening 8-10 July and the early bird discount prices end soon.<br />
<br />
<a href="http://www.developconference.com/Content/Develop-2014">http://www.developconference.com/Content/Develop-2014</a><br />
<br />
Here's what I'm planning on, but if any of you out there are running MetaData I'd love your input too:<br />
<br />
This talk will go through the benefits of integrating MetaData concepts in a Maya production pipeline. Red9 Metadata is Python API, part of the Red9 StudioTools, an open source toolkit freely available on the Autodesk Exchange website and authored by myself.<br />
<br />
In this talk I'll be showing how we've integrated this concept to all aspects of the Crytek Maya animation pipeline. Meta is used in our animation rigs as a separate schema / network to manage data, binding tools to the systems via a generic layer. It's used in our facial systems to manage relationships in code, breaking a complex system into manageable and logical chunks. We also use meta as the entry point for our exporter, the idea of connecting characters to export nodes which in turn connect to time and settings nodes.<br />
<br />
<b>Topics:</b><br />
<br />
<ul>
<li>The background, why? </li>
<li>The basics of the MetaData Api base class, what does it do and what benefits does it give us. </li>
<li>Basics of metaData internal attribute handling and auto-complete. </li>
<li>Factory class aspects, the core of the systems, walking nodes as classes. </li>
<li>Using Maya nodes as class representations to structure your code. </li>
<li>Class inheritance and attribute binding. </li>
<li>Practical examples in production. </li>
<li>Generic nature of metadata, how it lends itself to tool pipelines. </li>
<li>Subclassing, how's it's been heavily subclassed and expanded by the Morpheus2 project. </li>
</ul>
<br />
See you there!<br />
<br />
cheers
<br />
<br />
MarkRed9http://www.blogger.com/profile/09115553421548573994noreply@blogger.com0