thanks to afterthought for finding these iclone examples.
Sunday, November 30, 2008
Thursday, November 27, 2008
Will the last one to leave please turn off the lights!
Well last day for download of v5! (sad, but maybe there'll be an unofficial link out there) .....
The good news is there's a link for the content library now!
download content
Still no news on V5.1 and those extra emotion characters!
I noticed there are still new comers on the forum! Wow seems wacko that a product is being phased out whilst the customer base is growing!
If anyone wants to share how they have been going with alternative programs I'd be interested.
JRAY posted this final wishlist on the forum
Antics3D is ceasing development of the software, but if someone out there is looking to create the next best thing in RTR / Pre-viz, these are my top suggestions of which direction I'd like to see the field move in (considering Antics3d's feature set as the base). FIXES OR NECESSITIES:
-Off-line Help File
-Rigging specs for Emotional Characters (or more Emotional Characters)
-Accurate BVH animation importWISHES:
-A "Replace" object command-Move Main Camera to this View command-Color Coded Toolbars (i.e. "Direct" is red, "Camera" is blue etc..)-U/V or other coordinate control for Textures
-Keyframeable Textures
-AVI Textures
-Keyframeable Object Movements
-Object Clipping-Add Custom Content to Content Viewer
-Depth of Field Control-Automaton Characters and Traffic
-Automated Chase, Follow, and Fight scripts
-An Automated Environment Engine
-A Physics Engine
-A Particle Engine
-Hi-fidelity Stereo Positional Audio
-A variety of 3D geometry importers and exporters
-Camera Track Exporters
-Text (xml) based user editable files for everything including takes
-Integrated Video (or Macro) Tutorials
-A character rigging converter workshop for mocap data
-The ability to split animations (waist up and pelvis down)
-Recordable game style real time control of vehicles, characters and cameras (a la Machinimation)
-Multi-actor real time character controls
I know it's a lot of stuff, but many game engines already utilize the majority of these. I'm sure you have your own ideas, post them here and hopefully the author(s) of future machinima - rtr 3d software will have a single post to reference.
----------------------------------
I suppose Iclone scores highest on this list. I haven't checked out the new v but the cam control was a definate dud on the prior v. Also the poly count was quite low.
If I had the time I'd think an engine like that in Half-life 2 would probably be able to be kitted up to get us there. Maybe we should get across those modders, I know that community is about the size of a small country! What's happening with Z-Viz?
I'm still thinking the Antics toolkit is looking good for a good while yet. Good.
Finally, Please ... a moment of silence for the victims in Mumbai and Afghanistan.
The good news is there's a link for the content library now!
download content
Still no news on V5.1 and those extra emotion characters!
I noticed there are still new comers on the forum! Wow seems wacko that a product is being phased out whilst the customer base is growing!
If anyone wants to share how they have been going with alternative programs I'd be interested.
JRAY posted this final wishlist on the forum
Antics3D is ceasing development of the software, but if someone out there is looking to create the next best thing in RTR / Pre-viz, these are my top suggestions of which direction I'd like to see the field move in (considering Antics3d's feature set as the base). FIXES OR NECESSITIES:
-Off-line Help File
-Rigging specs for Emotional Characters (or more Emotional Characters)
-Accurate BVH animation importWISHES:
-A "Replace" object command-Move Main Camera to this View command-Color Coded Toolbars (i.e. "Direct" is red, "Camera" is blue etc..)-U/V or other coordinate control for Textures
-Keyframeable Textures
-AVI Textures
-Keyframeable Object Movements
-Object Clipping-Add Custom Content to Content Viewer
-Depth of Field Control-Automaton Characters and Traffic
-Automated Chase, Follow, and Fight scripts
-An Automated Environment Engine
-A Physics Engine
-A Particle Engine
-Hi-fidelity Stereo Positional Audio
-A variety of 3D geometry importers and exporters
-Camera Track Exporters
-Text (xml) based user editable files for everything including takes
-Integrated Video (or Macro) Tutorials
-A character rigging converter workshop for mocap data
-The ability to split animations (waist up and pelvis down)
-Recordable game style real time control of vehicles, characters and cameras (a la Machinimation)
-Multi-actor real time character controls
I know it's a lot of stuff, but many game engines already utilize the majority of these. I'm sure you have your own ideas, post them here and hopefully the author(s) of future machinima - rtr 3d software will have a single post to reference.
----------------------------------
I suppose Iclone scores highest on this list. I haven't checked out the new v but the cam control was a definate dud on the prior v. Also the poly count was quite low.
If I had the time I'd think an engine like that in Half-life 2 would probably be able to be kitted up to get us there. Maybe we should get across those modders, I know that community is about the size of a small country! What's happening with Z-Viz?
I'm still thinking the Antics toolkit is looking good for a good while yet. Good.
Finally, Please ... a moment of silence for the victims in Mumbai and Afghanistan.
Monday, November 24, 2008
Sunday, November 16, 2008
Quidam the "Holy Grail"
I've started to get stuck into working on a pipeline for custom character creation. I've now got acess to 3ds so I can try out some modding of the sample character supplied by Antics. The Plug-in "Antics exporter" worked nicely from Max to Antics. The main tip is to name your root node "pelvis". I'm no max expert but I was able to get in and play with the mesh to make the guy have a fat tummy or a big head.(bit like some people I know!)
As for building my own character, I was able to create a biped in Max which exported into Antics quite well, (although the eyes will require a node each.) My next step is to bring in a character mesh from say Quidam or Poser and skin the Biped skeleton. Better still would be to try a fully rigged character imported into Max. I remember going down the Poser road a while ago and I ran into a deadend with the skeleton being too different from the max biped structure. (and not knowing enough to fix it)
Although Deep Exploration do have a poser to max solution now.
I see Quidam have a max exporter and it'd be good to get hold of a 3ds converted file from someone to try this out.
I'll let you know....

please let me know if anyone out there is having as much fun as I am.
As for building my own character, I was able to create a biped in Max which exported into Antics quite well, (although the eyes will require a node each.) My next step is to bring in a character mesh from say Quidam or Poser and skin the Biped skeleton. Better still would be to try a fully rigged character imported into Max. I remember going down the Poser road a while ago and I ran into a deadend with the skeleton being too different from the max biped structure. (and not knowing enough to fix it)
Although Deep Exploration do have a poser to max solution now.
I see Quidam have a max exporter and it'd be good to get hold of a 3ds converted file from someone to try this out.
I'll let you know....

please let me know if anyone out there is having as much fun as I am.
Wednesday, November 12, 2008
DVD of ANTICS ASSETS.

Recently I emailed Brad/Gary about this same idea, that is, a dvd of all the content.....
here's a question by infocentral on the forum which is along the same lines
He writes"I was just thinking that it would be a win-win situation, providing $$$ for Antics and at the same time helping out the Antics community, if with the upcoming 5.1 update they put all the content and tutorials on a dvd for purchase. Of course not to be priced gouged either. There also should be a big price difference between the Pro users who already own all the assests and the Home user who needed to purchase it."
It could also include other files/documents to aid the community.
Comments welcome.
Tuesday, November 11, 2008
Def-con One (Antics 3d)
Now this is how you respond to the latest news from anticsville!.... Simply great work, love the atmosphere...
Saturday, November 8, 2008
Survival Guide
I agree with Colonel Klink -
"If the 3DS Max examples for set pieces such as vehicles (autos, boats, planes, helicopters), characters with the emotions, door and window animations, etc, I'm sure there are talented people within the Antics3D community that could create new content.
As a 3D modeler who has made content for a couple of games, and contracted to create models for a commercial 3D application, I had considered purchasing Iclone before buying Antics3D. What endeared me to Iclone was that I could create content to give away or sell.
Now if people at Antics could provide the necessary examples as mentioned above I am willing work with folks who wish to keep Antics alive.
While I accept there would be no improvements to Antics apart from bug issues, as Antics have stated, the application as it stands can still produce decent animated video. But if we can add more diversified content, particularly characters, then I'm sure we can continue using Antics3D for years to come.
For the Antics3D community to survive then I suggest that:1. Antics3D make available the necessary 3D animation examples and information so that the community can continue developing content that doesnt require invisible original Antics models.2. Release a character animation tool so that the community can create their own animations that will fit seamlessy with the suppled content.3. Allow interested parties who wish to continue making content to do so using the above supplied Antics3D technologies in much the same way Iclone does with their user base."

And also with Infocentral - "I too would like to continue using this product but I agree we need the information to create content. This is really crucial with character development technology. While I can create these easily in Modo or Lightwave, I need to know a bit more on how to rig then and set them up for use as Antics characters with the motions attached.Please, please before leaving us, release the SDK for creating content in Antics??? "
In my view,
We've got the keys to the car just need to get under the bonnet.
"If the 3DS Max examples for set pieces such as vehicles (autos, boats, planes, helicopters), characters with the emotions, door and window animations, etc, I'm sure there are talented people within the Antics3D community that could create new content.

As a 3D modeler who has made content for a couple of games, and contracted to create models for a commercial 3D application, I had considered purchasing Iclone before buying Antics3D. What endeared me to Iclone was that I could create content to give away or sell.
Now if people at Antics could provide the necessary examples as mentioned above I am willing work with folks who wish to keep Antics alive.
While I accept there would be no improvements to Antics apart from bug issues, as Antics have stated, the application as it stands can still produce decent animated video. But if we can add more diversified content, particularly characters, then I'm sure we can continue using Antics3D for years to come.
For the Antics3D community to survive then I suggest that:1. Antics3D make available the necessary 3D animation examples and information so that the community can continue developing content that doesnt require invisible original Antics models.2. Release a character animation tool so that the community can create their own animations that will fit seamlessy with the suppled content.3. Allow interested parties who wish to continue making content to do so using the above supplied Antics3D technologies in much the same way Iclone does with their user base."

And also with Infocentral - "I too would like to continue using this product but I agree we need the information to create content. This is really crucial with character development technology. While I can create these easily in Modo or Lightwave, I need to know a bit more on how to rig then and set them up for use as Antics characters with the motions attached.Please, please before leaving us, release the SDK for creating content in Antics??? "
In my view,
We've got the keys to the car just need to get under the bonnet.
Antics did release 3DS max examples very early in the piece. I have had success in getting the mannequinn style characters into Antics.I'd love to get a fully rigged character and some documentation on how to export it to Antics. If anyone gets a max version of an existing Character please let me know.
ammo
It's just a flesh wound!
So I'm thinking, it'd be cool to have the content library shipped over to this blog, that way we can just go about our daily chores. Also whilst we're at it, why not have the application downloadable from here as well. In that way at least the community can continue to grow. If the application user base grows then the chances of 3rd party interest may also be viable.
Friday, November 7, 2008
Antics Custom Character Content for Sale? Scene Systems, Free-D
--------------PRESS RELEASE-------------------------
Antics Technologies will no longer offer Antics3D after November 28th, 2008.
Existing license of Antics3D is permanent.
Antics Technologies has reached an agreement to license the Antics3D Core Technology to Free-D Pictures, a production house for children’s animated films. For reconstruction, pre-visualization and training uses, Antics3D has been licensed by Scene Systems Ltd.
We want to extend the wide range of services our new companies will offer to you for your current and upcoming projects to show the high-quality animations and rapid turnaround times we can deliver.
Sales of Antics3D through Antics Technologies were not generating enough returns.
Antics3D has a user base of 20,000 customers, about 1,000 of whom have acquired the professional version, the revenue simply doesn’t cover the very high cost of development and content.
We will continue to provide support for Antics3D through June 5th, 2009
You can continue to download all of the available Antics3D Content from the Antics3D website.
We will shortly release v5.1, which will deliver a number of enhancements and updates to v5.0. After this, the only public releases will be for critical bug fixes.
--------------------------------------------------------------------------
This is the news from Antics I recieved today. Unless the new owners of the core licence, continue to develop Antics as a product, the next version (V5.1) may need the final one.
I wonder if an enterprising 3d artist or an establish character creation company (like Quidam) would like to add 20,000 to their client list? The opportunity to sell character content has now been presented. I would be happy to use this blog to market this service.
I do not know what the new owners will be offering us in terms of Antics content/characters.
Antics is a solid toolkit, even without further development it's a good solution for a whole range of clients. 21,000 users think so.
Time will tell, Tony, time will tell.
Saturday, November 1, 2008
Antics Academy

Thing best thing about a pencil, is that it's compatible with all forms of paper! So as a tool for creating a storyboard it's always going to be king! However, as a tool to create moving storyboards, well Antics is now royalty. It's a fun and creative kingdom we live in.
An ever growing sector of the Antics community is the Machinima group. Traditionally Machinimals would express a creative concept using the 3d engine of their favorite computer game. Short clips were made featuring scenes and characters derived from the game world.
This artform has produced some wonderfully imaginative and brilliantly written works.
It's great appeal is that it opens up animation to anyone with a computer and a little creative flair and you can create pieces very quickly. Of course people were limited to staging stories in some other artist's world, using some other artist's characters but that was also the appeal.It's a bit like a movie spoof. The gag's are funny because you are already familiar with the backstory.

Then along comes Antics. As more and more of us study at the Antics Academy we are being given a much wider choice of stories to tell, and ways to express them.
Take this clip , here the artist has followed through with a creative presentation of a subject that is very close to him. It's an interesting showcase as it mixes game scenes with Antics scenes. It's also worth noting, it's the first clip by this artist. Aside from some framing and sound elements I think it's great. Thanks to Michael Stitt for the clip.
FYI here is my favorite clip. by JAYDEE. It's made with the SIM'S but it's the one that got me in search of a product like Antics and to start making my own stuff.
Oh and if you get a chance drop by my son's blog, he'd be wrapped if some comments are left.
Monday, October 20, 2008
Give your characters a Second Life!

Starting to compile a new list of "wouldn't be great if"... here's one.
WIBGI .... there was a "youtube" setting.
also I found these Second Life animations bvh 

they can be a lot of fun for your Antics characters.
Tuesday, October 14, 2008
new version - new tips

A couple of quick tips. Having the emotions feature is so cool and getting the eyes to move around a little just adds even more to the performance. The way forward is to roll out the "lookat" command and have your character lookat at dummy axis. Send the dummy axis on a little romp around a path and you'll be set.
Note; if you activate the Display/Targets mode you'll see the eyes are looking at the centre of the bounding box (of the dummy axis). This means the eyes won't actually look at the dummy axis, but rather off to one side. So, take the dummy and scale it right down. Reducing the dummy axis size also reduces the bounding box and gets the target much close to the center of the axis. Remember you can also tweak the scale of the path and the duration of the move to obtain some different eye movements.
One more tip, I found that when it came to render, there was a real twitchy action in the blinks. It did seem related to the amount of emotions active in the timeline, but still, it wasn't much chop. Anyway if you set your render to 12fps the twitching gets sorted out.
Note; if you activate the Display/Targets mode you'll see the eyes are looking at the centre of the bounding box (of the dummy axis). This means the eyes won't actually look at the dummy axis, but rather off to one side. So, take the dummy and scale it right down. Reducing the dummy axis size also reduces the bounding box and gets the target much close to the center of the axis. Remember you can also tweak the scale of the path and the duration of the move to obtain some different eye movements.
One more tip, I found that when it came to render, there was a real twitchy action in the blinks. It did seem related to the amount of emotions active in the timeline, but still, it wasn't much chop. Anyway if you set your render to 12fps the twitching gets sorted out.T.
Oh btw click on the image to see my little test clip, then check out this cool clip as well.
Monday, October 13, 2008
Deeper into v5.
An important asset that the Antics v5 development team exhibit is the ability to listen. It is a real credit to them and it is what makes being part of this maturing market such fun and satisfying.
I've been following the forum for a while now and it's quite clear that the Antics dudes have been taking all the feedback to heart. Just look at the new forum!
V5 is full of concepts which have derived from your comments and suggestions. Not to take anything away from the innovative and creative core design at the heart of Antics. Take this example in V5. Now when you save a pose it now prompts you with the name of the selected item so you can type in a description to it. This is helps you organise your poses better. In the prior release, a pose was simply called "pose..(#)".
Let me know what you guys like/dislike about v5.
T.
I've been following the forum for a while now and it's quite clear that the Antics dudes have been taking all the feedback to heart. Just look at the new forum!
V5 is full of concepts which have derived from your comments and suggestions. Not to take anything away from the innovative and creative core design at the heart of Antics. Take this example in V5. Now when you save a pose it now prompts you with the name of the selected item so you can type in a description to it. This is helps you organise your poses better. In the prior release, a pose was simply called "pose..(#)".
Let me know what you guys like/dislike about v5.
T.
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