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View Full Version : SEGA developing Animanium


steveblake
03-10-2003, 11:17 AM
A phunky dynamically driven IK system currently in the pipeline..

http://sega.jp/animanium/products/image/Ani03.gif

looks like a pleasure to use...
http://www.ragtag.net/xternal/AnimaniumDemoVideo.avi

http://sega.jp/animanium/products/image/Ani01.gif

http://sega.jp/animanium/products/image/Ani04_2.gif

the website seems to indicate support for Max and Maya
http://sega.jp/animanium/index.html

Astral
03-10-2003, 11:34 AM
Very interesting...

you can do great thing's quick when you learn any animation system though. Once you get it setup how you want

I noticed on some of the vid you can see he has XSI installed. I wonder how much of that animation system they are copying ;)

steveblake
03-10-2003, 11:56 AM
I agree, but this sort of thing's is bound to find it's way into the mainsteam sooner or later.

http://sega.jp/animanium/products/image/Ani02_2.gif

and you gotta love that vertical timeline!

Astral
03-10-2003, 12:06 PM
Yeah.. it is very nice. Every model was already setup and rigged so it would be nice to see how it handles that.

No doubt about it... very quick and the timeline is sweet ;)

ambient-whisper
03-10-2003, 01:16 PM
yeah someone posted this here before. i think it was goosh.

it seems to work pretty much exactly like Mirais posing/ animation system.
except the timeline is different since theres no nla built in it seems.

( also notice in one of the pictures it says Sega Mirai ;)
what it means i dunno.

motion builder is pretty similar to that too. except its got a lot more controls for things.

i really hope this animanium takes off and they make an english version :) because that video KICKS SOO MUCH BUTT..!!!

beaker
03-10-2003, 03:43 PM
They could have licensed the mirai code. I know alot of big companies have done that in the past so they could modify the software for internal use. Sega was a big N-world and mirai user in the past.

steveblake
03-10-2003, 03:58 PM
Now that would be cool-o-matic. It's true that with good rig and lots of practice you can get pretty fast in whichever app you are in.

It's just that this interface and workflow looks so intuative, I can't help wondering what it would be like to use...

wonder too, how it translates with it's host apps, I guess it doesn't deform points (like messiah:animate) but uses a plugin format more like filmbox.

xzevlin
03-10-2003, 05:13 PM
Someone at Cg-char said they are supposed to introduce an english version around the middle of the year.

I really love the ghosting effect on the spinning girl clip. Handy to check the motion of your last few frames, and seizure-inducing!

All the characters seem to be segmented. I wonder if that's because they're skeletons, or if it only handles linked objects instead of vertex animation.

bclark
03-12-2003, 04:34 PM
This software looks very cool, Its nice to see a better demo vid than what I could find on the Sega site.

If you look at the site http://sega.jp/animanium/
there is a tutorial on setting up some bones in max it looks like to go out to animanium.. I wonder how easy that process is.

secretasianman
05-28-2003, 06:06 AM
i went to the site and asked for the demo.

well i got it today, but it is just a video demo. bummer.

it looks good, i wouldn't mind trying it when it comes out.

SheepFactory
05-28-2003, 07:19 AM
No need to have 2 animanium threads going at the same time.

closing this one.