Red9 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 :)
Tuesday, 20 August 2013
Interactive FilterCurve update Vimeo
Just a quick update to the Interactive FilterCurve Tool in the StudioPack based on a ton of feedback from a good friend of mine running it in production, cheers Santi ;)
Resample has been added to the tool so that you can resample, interactively over time, effectively baking your data down interactively. The Filter now also has a clamp to frame option so you end with whole frames rather than subframes.
Thanks for all the support
Mark
Friday, 9 August 2013
Red9 MetaData Part 4!!!!
At last!!!!
This one's a long time coming and requested by lots of people so... here it is, hope to god it makes sense!
Last part in the MetaData series, this one delves deep into subClassing Red9_Meta in your own classes. It goes through how to register those classes to Red9Meta registry, pointers as to what to overload, and the crucial __bindData__ func that controls how, and what attrs get initialized on the class node when it's created.
This hopefully completes the MetaData series, 4 long videos where I try and explain the concept and functions behind the Red9 MetaData api. If you've not already watched the first 3 parts check them out on Vimeo.
As usual please feel free to ask if you have any questions or want any pointers. There's a TON of stuff in there under the hood!
cheers
Mark
Monday, 29 July 2013
Red9 Studio Pack v1.33 Released!
Well after a lot of work I've finally got this release nailed down. This is a crucial release for anybody running Maya 2014 as it fixes some really nasty hard Maya crash issues that were happening with the PoseSaver UI. This build also includes a lot of updates to the interactive animCurve filter setup which seems to have gone down really well.
http://red9-consultancy.blogspot.co.uk/search/label/Download
As always, any bugs or feedback is most welcome
cheers
Mark
http://red9-consultancy.blogspot.co.uk/search/label/Download
As always, any bugs or feedback is most welcome
cheers
Mark
Wednesday, 24 July 2013
Maya 2014!!! Crash bug caught
I got back from holiday earlier on this week to a few mails from people running the pack under 2014 and having issues with the poseSaver crashing Maya. It's taken a while to track down but in the latest Release Candidate (1.33) I've patched it. It looks like Autodesk have been tinkering under the hood and how I was building the popup menu for the poseSaver was crashing Maya when the poseLib was refreshed. This new build also has extended functionality to the FilterCurve setup making it way more powerful, I've added an interactive resample curve option as well as a clamp that will clamp the resulting keys to whole frames.
This still isn't a full release, the changes I've made to by-pass the bug need a bit more testing but please feel free to grab it from my download link and test it out. The more feedback the better.
thanks
Mark
Friday, 28 June 2013
New Interactive Curve Filter and Randomizer UI's
A Vimeo demo of 2 new anim UI's designed for anybody dealing with dense baked data such as MoCap or wanting to add some random noise into anim data.
The InteractiveSimplifyUI is basically a smart wrapper over Maya's internal simply command, anybody who's ever used the default tool will know how basic and un-user friendly it is. This deals with that issue by giving you interactive key reduction. Unlike the default Maya implementation this also allows you to reduce just selected keys.
The Randomizer is another anim curve manipulation function, designed to allow you to add controlled noise into anim data. This went into a previous build but has had a face lift and been made interactive as well.
This demo was done on a test build so the UI's may expand a little by the time they hit a release.
As always, all suggestions are welcomed
Mark
Monday, 10 June 2013
New Features on the way!
A few new features coming up!
Firstly I've added a new option in the CopyKeys block in the UI, 'pasteBy'. This is something that's been requested a few times. It's gives you access to all the standard Maya paste methods when copying keys, this is used not just by the CopyKeys function but also by all calls in the UI that use a copy method, including the SnapTransforms and the MirrorAnimation.
Next up changes to the pose code to make it easier for people to use internally. I've changed the main poseLoad and poseSave calls such that they no longer require a filepath. If the path is left off then the pose is simply cached on the current poseClass object. To better access this I've added handling in the metaRig to do all of this for you!
Now that's really simple, but what I've also done is to allow you to specify an attr in this call, if given the pose is serialized to that attr on the mNode itself, storing the pose internally on the object! We do this at work to store the zeroPose for our rig, caching the initial state of every controller in one go. Actually we were also doing this back at Eurocom and I've been meaning to add this feature for a while.
Hopefully this makes pose handling a lot easier for everybody to access. I've been doing a lot of smaller changes under the hood too... Things like a white space strip for the filter calls which was previously lacking. I've also made the AnimUI scale correctly!
Lastly the pack is about to go out under a GPL license, something I need to do for work as well as for the general public.... I want spell it out to all that the pack is intended to be used for everybodies benefit..not just Crytek and those willing to put in a bit of time testing it ;)
Anyway, keep the suggestions coming.
cheers
Mark
Firstly I've added a new option in the CopyKeys block in the UI, 'pasteBy'. This is something that's been requested a few times. It's gives you access to all the standard Maya paste methods when copying keys, this is used not just by the CopyKeys function but also by all calls in the UI that use a copy method, including the SnapTransforms and the MirrorAnimation.
Next up changes to the pose code to make it easier for people to use internally. I've changed the main poseLoad and poseSave calls such that they no longer require a filepath. If the path is left off then the pose is simply cached on the current poseClass object. To better access this I've added handling in the metaRig to do all of this for you!
#get current metaRig mRig=r9Meta.getMetaNodes(mTypes=r9Meta.MetaRig)[0] #cache it's current pose mRig.poseCacheStore() #load that cache back mRig.poseCacheLoad()
Now that's really simple, but what I've also done is to allow you to specify an attr in this call, if given the pose is serialized to that attr on the mNode itself, storing the pose internally on the object! We do this at work to store the zeroPose for our rig, caching the initial state of every controller in one go. Actually we were also doing this back at Eurocom and I've been meaning to add this feature for a while.
mRig=r9Meta.getMetaNodes(mTypes=r9Meta.MetaRig)[0] #serialize the pose to a given attr (created if not found) mRig.poseCacheStore(attr='zeroPose') mRig.poseCacheLoad(attr='zeroPose')
Hopefully this makes pose handling a lot easier for everybody to access. I've been doing a lot of smaller changes under the hood too... Things like a white space strip for the filter calls which was previously lacking. I've also made the AnimUI scale correctly!
Lastly the pack is about to go out under a GPL license, something I need to do for work as well as for the general public.... I want spell it out to all that the pack is intended to be used for everybodies benefit..not just Crytek and those willing to put in a bit of time testing it ;)
Anyway, keep the suggestions coming.
cheers
Mark
Sunday, 26 May 2013
Red9 StudioPack v1.31 released!
Just a quick note on a sunny bank holiday to say I've just released the latest build, v1.31.
This is updated in all the usual places, my Google drive as linked in the download section, CreativeCrash and Autodesk Exchange (although that will take longer as it has to go via Autodesk to release the package).
This is the build with all the poseSaver updates and the new Sound menu in Trax to manage audio in a far more seamless manner inside Maya.
As always all comments and feedback are welcomed
thanks
Mark
This is updated in all the usual places, my Google drive as linked in the download section, CreativeCrash and Autodesk Exchange (although that will take longer as it has to go via Autodesk to release the package).
This is the build with all the poseSaver updates and the new Sound menu in Trax to manage audio in a far more seamless manner inside Maya.
As always all comments and feedback are welcomed
thanks
Mark
Subscribe to:
Posts (Atom)
