View Full Version : Ok, whats the F*+*!whit characterStudio4
MCage 01-19-2003, 11:52 AM OK, character studio 4 is out with all the new features...
BUT: What is the utility of the animation Mixer (for non linear animation) if it work only with BIPEDSSSSSS!!!and not with Bones or other objects????????????????
How many animators use the biped , and how many use the bones????????????????!
I'm a stupid or what?
Please explain me...
am i wrong?
THX
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Martin Andersen
01-19-2003, 01:20 PM
well, since CS support 3dsmax normal bones, I suppose that the mixer also does work with bones.
MCage
01-19-2003, 02:56 PM
ok, cs4 mixer works with bones linked to biped.....
But , it was more useful if the mixer work with standard max bones, not linked with a biped..
If an object is linked to a biped is still the biped the main character.. if u whant to create a totally boned character??or if u whant to create for example a snake and u want to use the mixer?
There is a way?
I need a good NLA (nonlinear animation) tool for 3dsmax.. and was hopeing that new cs4 solves my problems....
P.s:sorry for my english :thumbsdow :shrug: :p
MCage
01-19-2003, 03:13 PM
i think that 3dsmax need a tool like this?
have someone news about it?
http://www.scriptspot.com/bobo/darkmoon/eNLArge
Mahlon
01-19-2003, 08:11 PM
Originally posted by Martin Andersen
well, since CS support 3dsmax normal bones, I suppose that the mixer also does work with bones.
I was wondering about that. I was assuming that the animation on bones linked to the biped would just remain compatible with the biped in the mixer and be saved with the file. Can you actually use animation clips from the regular max bones in the mixer (if they're attached to a biped)? Like cut, copy, time-warp, etc.? If you can, oooohhhh, I'm a happy camper. Please, someone say this is so. That would be one step closer to having what MCage wants --total non-linear for all max objects.
MCage, have you looked at Kaydara motionbuilder? Right now, you can get a year's license for @$100. Also, messiah:animate is along the same lines. You basically build your models and set up your layout in Max, then messiah will import a copy of those meshes (link actually), then you bone, skin, and animate in messiah (which is a very sophisticated program, btw). Whatever animation you do in messiah is automatically reflected in max, so you can render and add other elements to your scene there.
Kaydara is similar except you do a file exchange, I believe. Don't know, haven't used Motionbuilder.
Anyway, if CS4 can use the animation on bones linked to the biped in the motion mixer, that's a BIG step forward, imo. If so, that would be very useable.
Mahlon
Originally posted by MCage
i think that 3dsmax need a tool like this?
have someone news about it?
http://www.scriptspot.com/bobo/darkmoon/eNLArge
No :shrug:
Dominique
01-20-2003, 07:27 AM
I'm waiting for it Boo,
will it be compatible with riggings that use already the list-controller??
and hows' UNO doing?? I'm following this up since I discovered your dark-side,
here in production, we do use the new character-node and I did find a way to merge animations that works without problems. It did took two days testing for one character, and it might that 5.1 corrected some issues,
Cheers,
Dom
CurtisG
01-22-2003, 03:40 PM
For Non-Linear Editing of animation data, Motionbuilder is a great solution to consider. It has a fully integrated and mature MotionBlend tool that allows you to blend/mix/tile/etc animation data from any skeletal system (full body, or just portions of a hierarchy).
Motionbuilder works with the FBX file format, allowing you to bring in skeletons, characters, etc from any of the major 3D packages, including Max(CS as well), Maya, Lightwave and XSI/Soft. We are working on getting FBX support for Cinema4D and Electric Image as well.
All the plugins are available free from the Kaydara website http://www.kaydara.com
Cheer,
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