Showing posts with label ProPack. Show all posts
Showing posts with label ProPack. Show all posts

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!!


Thursday, 20 September 2018

Red9 ProPack: Project and Perforce Handling






Red9 Consultancy Link

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.

 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!

 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.

 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 ..

 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.

Please connect us for more details

Tuesday, 10 July 2018

Red9 ProPack: upgraded FK>IK matching systems and ParentSpace management added to ProPack

Delighted 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.

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.

 
 

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.

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.

As always check-out our other updates on the news feed of our website or on our Vimeo Channel

thanks

Mark

Monday, 18 December 2017

Red9 ProPack : Skin Saver

Watch the Vimeo Demo

For those who missed the update on the Red9Consultancy/News feed......



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!



Please Contact us for more details

Tuesday, 11 July 2017




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.


Demo 1 : Red9 PuppetRig

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.

Demo 2 : Red9 - 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.


Lots of goodies in these rwo videos and more to come

thanks

Mark

Thursday, 18 May 2017

Red9 ProPack – Butterworth Filter – Animation Re-Sampling on Steroids!

Read More Here



Coming Very Soon!!!

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.

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.

This will save anybody dealing with MoCap or facial data a massive amount of production time!!

Cheers, and don't forget to link to the "News" section of our new web-site for more updates on Red9

thanks

Mark

Thursday, 13 April 2017

New Health Manager added to ProPack!

Read More Here


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…





Friday, 31 March 2017

Red9 StudioPack - New Autodesk Exchange Build released!

http://red9consultancy.com/2017/03/31/red9-studiopack-build/

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.

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.

 There’s also a new CodebaseTarcker.xml which will go through all the majors changes over the last 6 months or so.

For more details see our main website post at the top if this post:)


Monday, 20 February 2017

New 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.

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.

red9consultancy.com

thanks

Mark

Saturday, 10 December 2016

Red9 ProPack : Animation Re-Director Update

I 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.

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.



As usual if anybody has any questions or is interested in talking about this or our ProPack pipeline drop me a mail!

Many thanks

Mark

Thursday, 22 September 2016

Red9 ProPack - Animation Systems updates now available to Clients

It'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.

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.

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.




Red9 Pro : Animation Re-Director
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.





Red9 Pro : Animation Format Part1
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.




Red9 Pro : Animation Format Part2 : TIMECODE
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.

Many thanks


Mark

Tuesday, 12 May 2015

Red9 ProPack - First Sneak Peak - Animation ReDirector


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!

 cheers

 Mark