Thursday, October 15, 2009
AMMO Previz - cg EXTRAS
Thursday, October 1, 2009
Thursday, August 6, 2009
free bvh files - 1000's
Saturday, July 18, 2009
Machinima in Brazil - FILE 2009
for the machinima clip - Revenge
A short machinima work made using Antics software. A wife discovers her husband is using their caravan as a place to take other women. In a fit of jealous rage she sets fire to the van.
Wednesday, July 15, 2009
Quidam followup
Tuesday, June 9, 2009
Wednesday, June 3, 2009
Free Bvh Motions - Mr Bones New site!
Friday, May 29, 2009
quidam3 25% discount offer
The Q3 demo version has just been released, check it out.
Also have a try of Animeeple for character animation!
It is new, it is very intuitive and it lets you:» Apply animations onto characters» Layer and sequence the animations» Edit animations using procedural modifiers» Render images and movies» Animate your Second Life™ avatar» Export content as FBX, Collada, BVH and XMLExporting from QUIDAM to Animeeple requires the COLLADA export plugin (included in QUIDAM Studio, this plugin can be purchased separately by QUIDAM users).
If you are interested in markless motion capture, drop by my other blog, PREVIZPOST I think it's pretty exciting technology.
Friday, May 22, 2009
FrameForge Previz Studio 3
At upcoming events in Seattle and Paris, Ken Schafer, Lead Program Architect at Innoventive Software, will present an exclusive look at the latest edition of this ground-breaking program. He'll demonstrate how every filmmaker can benefit from translating a script to an optically accurate previsualization, complete with a three-dimensional scale location stocked with actors, props, wardrobe, set dressing, basic lighting and backgrounds. Check out this page for a rundown of new features.
Wednesday, May 20, 2009
History of 3d Animated Films
Thanks to ArianeB for this History of 3d Animated Films.
Have a read through, I'd like to hear which ones are your favorites and why?
t.
Monday, May 18, 2009
Dan Tindell
You just have to check out his reel!
Quidam3 first look
Quidam is a very quirky app. I think I will enjoy it more when it gets to version 5. I suspect they'll have animation controls by then. In any case it is built to build characters and you certainly get that. Unlike Poser, Quidam gets you quick results that are easily modified. The use of gestural modelling techniques and "on model" painting means you don't need to venture outside of Quidam very often. You can select a base character, add some imported props and then adjust the shape of the mesh a bit like clay. (similiar to mudbox, z-brush and modo).
The base model allows for materials to be adjusted or you can paint direct onto the mesh (like bodypaint, silo & modo paint). A really nifty feature is the ability to paint an imported image onto the surface interactively. They have some tutorials on the n-sided site.
Wednesday, May 6, 2009
Character Update. - Quidam 3 - skeleton to biped.
Saturday, April 25, 2009
92 years or 3 days? MachStudio Pro
This isn't just an incremental shift, but a bold change in the way 3D CGI is created!
MachStudio Pro lets you truly Work at the Speed of Thought!"
antics v4 download
"You have successfully registered. We have sent you a reference email with your username and password." I guess once you have that info you could then get v5 via the Antics website. I suspect it's a leftover from the old site so I wouldn't expect it to exist for very long.
Here's my disclaimer. I haven't tried it out as I wouldn't want to upset my existing licences/registrations. Use your own judgement.
Monday, April 13, 2009
Using the SAY command to invoke blendshapes
Hi guys, hope you had a good Easter. Mine was pretty cool, as usual trying to do family stuff and my own Antics stuff. There's not enough hours in the day, even when you get 4 days off! Anyway, I discovered something today you might be interested in. Recently I posted about having bones drive the facial expression of characters. The theory is good and it's been used to great effect within Max by some clever fellows. In case you missed it, the expression of a character is achieved by having the mesh deformed in certain ways, just like our skin. When we smile the corners of the mouth are raised, so if you raise the mesh in that region you get a smile from your character. Now, if your'e in a 3d app that gives you control over the mesh (the vertex's) then all is as easy as pie. However within Antics we have no such tools. So the other way is to prebuild the smile and the no-smile meshs and then have the character "blend" from one to another. This is most certainly how the EMOTIONS feature is being implemented. So, today I took another look at the 3ds max example as supplied and realised that the example is showing us the way they have achieved a moving mouth effect. For those who don't have Max, the example consists of a "rest" mesh and then a bunch of identical mesh's where the mouth is slightly adjusted to look like it would if it said a range of (phoneme) sounds. When the character is commanded to "say" an audio clip, then the blend shapes are used. Sooooooooooooo I thought, rather than adjust the mouth, what if the geometry was adjusted in other ways. (like a smile). Then instead of a moving mouth we'd get some other stuff.....The result was quite good. The character would blend to the new shapes even whilst walking, looking and playing animations!. On the downside, the character will return to the rest pose once the event is complete. Still it means you can use a sound file to drive a specific set of poses, in any version. I'll keep you posted. It would be great to see if a continuous tone keeps the pose steady. So then we could run say 400hz for sad and 1khz for happy, etc.
Chow.
Sunday, April 5, 2009
Bust out!
A nice thread in the community forum is going on about "Audience Reactions" to seeing Antics clips. Everyone has a slightly different use for Antics but ultimately the results of our efforts will be presented to an audience. Whether you are a storyteller creating Anymation clips, or an industry guy building Boards, the technology under the bonnet of Antics is going to serve you well at least for the next few years. So it's an important issue to discuss, what do people think about the look of the animation in antics?
Do they see it as a viable medium for communicating ideas or are they quite happy with pencil and paper?
Now that I've played around with the pipeline for creating characters. My question is, what style of characters will assist us in presenting ideas the best. If I was planning a Transformers or Bond fight sequence, I'd already know the look of the talent, so an avatar would work. It works because the viewer has an established point of reference for the actor/character. The ability of the viewer to fill in the missing details of the character is a given, and that sets the tone for the physical performance as well, they adjust to the production value.
The creation of avatar style characters is now possible and they will expand our choices over and above the original library.
But what of the characters for Boards. Do avatar style (real world textures), characters set up the viewers for a in-game or cut-scene style presentation. Does that work for us or against us?
Do we need simplier representations of people in our presentations to industry audiences?
Or is it that the style is fine, it is just the low poly count that people have trouble with?
Thoughts.
Wednesday, April 1, 2009
Facial expression - All versions
At the very least facial expressions for static poses are looking good at this point.....
Friday, March 27, 2009
New Character project- Facial poses
These other pics show a much denser poly count. Antics will allow a mesh up to 64,000 approx, which is much higher than what is in the existing characters. (except the emotive ones). I would like to develop a character whose hands and feet and face are a much higher polycount. The comic face compares low/high poly counts.
Sunday, March 22, 2009
Crime scene update
My oldest son Michael(17) did a 30sec spot with antics this weekend for his school project for media, so we had a bit of an antics weekend!
Saturday, March 7, 2009
Want to be a previz artist?
"If you want to become a previs artist focus on:
1. Camera Animation and cinematic language.
2. Camera Angles, Composition, and Continuity.
3. Low Rez Poly modeling and digital sets.
4. Low Rez Poly characters and rigging.
5. Understanding storytelling.
6. Editing and timing.
7. Non Linear Animation.
8. Tricks and cheats for improving speed and setup.
9. Animation vs VFX pipeline structures.
10. Integration for technical previs.
11. A solid understanding of various camera lens, camera backs, and aspect ratios.
A previs artist is: A Director, a Director of Photography, an Animator, a Modeler, a Rigger, an Editor, a Storyteller, an FX artist, a MoCap engineer, and so on. If anything, to become a previs artist, you must be ready to don any of these hats at anytime. However...ultimately, you'll have to decide if you wish to focus on conceptual previs or technical previs. Each focuses on different parts of the preproduction pipeline."
if you want to read more about previz, try my other previz blog Brian is also running a previz course at Gnomon
Wednesday, March 4, 2009
NEW HALO character in antics3d
Saturday, February 21, 2009
Accurate scale - floorplan - CRIME SCENE
So in order to know what 1m was in the antics world, we built another billboard 1m by 1m. when rotated that to lay flat on the floor as well and then we could scale the "House" Billboard so that the doorway size matched the 1m Billboard. This gave us absolute confidence that the floorplan could now be traced with new rooms. A couple of good tricks, set the House billboard to FREEZE.
Set the texture of the rooms you build as transparent or 50% opacity. (that way you'll be able to see the measurements). Try to not have overlapping floorplans/rooms, they will cause problems when you want characters to navigate from room to room.
As the project moves forward I'll post the progress for you.
Sunday, February 15, 2009
Saturday, February 14, 2009
NEW Characters for Antics
I've been chipping away at the character creation challenge. You may have seen on my blog that I found some interesting examples of assets which Antics seemed to have purchase outright, (as opposed to creating them in house). So I'm thinking that at least a portion of some of the characters probably were outsourced also. So I went in search of fully rigged 3ds Max characters and found bucket loads. Of course almost all were expensive. Some came in to max and exported quite well. Others required a bit more 3ds Max knowledge than I currently posses.
With the 3ds Max Antics exporter, it's now a given that Max is the only way to get extra character content into Antics. (with the exception of rigid body solutions. like the skeleton and Mech examples). Ultimately I'd like to learn enough to build my own character's, import them into max, skin and rig them and sort out the bodyweights (that's so the mesh doesn't get messed up when the joints move). But for the mo, I'm happy enough experimenting with importing someone elses bipeds and perhaps modding them slightly.
Make Human , Ava Pack , AXYZ , Quidam , Poser , LP3d , proviz3d 123d buy3dmodels 3drt