Future of forward/inverse kinematics?

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Old 04 April 2003   #61
Awesome video Ambient-Whisper

Hurry up and get this working in Maya!!
 
Old 04 April 2003   #62
That video is shockingly cool. I don't know how Mirai never beat out all the other packages back in 99. Hell, it still impresses me just looking at that vid now. Its a real shame that Mirai dropped out of the race considering how great it looked. I never even had heard about it until I saw Martins posts over at highend3d.

I just hope that those guys are programming tools in the basement of one of the other major 3d rivals out there. It would be enough for me to switch


Mike R
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Old 04 April 2003   #63
Oooh, that video is awesome ambient-whisper. One thing that pops into mind when seeing it though. It seams kind of awkward to do the skeleton. looks like you have to pick each joint from a menu instead of just drawing them. But the animation possibilities are awesome!

The SEGA video was also very cool, Jason. These two videos really show the way I want to work. I've been doing some rigs with Character Studio in mind, but as we all know Maya won't let you do certain things. Let's hope A/W takes this into consideration. If they picked up just some of these ideas Maya would be a dream to work with...
 
Old 04 April 2003   #64
Ive just seen the sega video, its simply what i dream of for animation, a "pupett master" tool
If there is a project for adding this way of working to maya , id like to help it ^^

it reminds me when i was playing with my GI.JOE toys lol
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Old 04 April 2003   #65
Oh , i just remember that link:

http://www.vectorlounge.com/04_amst.../wireframe.html
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Old 04 April 2003   #66
If you want these ideas to be implemented in Maya vote on this site:

(Jason already put these ideas there ; see Future FK/IK interaction ; currently 242 votes)

maya.digication.com
 
Old 04 April 2003   #67
Just saw the mirai's video, this soft is really amazing, Nichimen did a GREAT work, the "muscle" deformation is really easy to setup, and the bone chain manipulation is wonderfull. I just wonder why Nichimen stopped developpement of mirai
and what happened to mirai developpers???
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Old 05 May 2003   #68
If understand what Jason is talking about Motion Builder does exactly what he is wanting it to do at least with the pinning anyway. And it performs all in REAL time and I do mean REAL time. Oh the sweet goodness of no more play blasts.

Jason,
You can get a PLE Mac version for $100 bucks and its fully functional and you can use it to make money as a freelancer for a year. Then after year you can get a permanant license for another $100. Check it out and let us know what you think.
 
Old 05 May 2003   #69
I'm not entirely sure that Jason needs freelancer work at the moment...

If you can get hold of the June issue of DIGIT Magazine, it has the freelancer edition with it (although to upgrade that to the permanent license costs $200, and you don't get the manuals that way)
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Old 05 May 2003   #70
Quote: Originally posted by Graf Orlok
Oooh, that video is awesome ambient-whisper. One thing that pops into mind when seeing it though. It seams kind of awkward to do the skeleton. looks like you have to pick each joint from a menu instead of just drawing them. But the animation possibilities are awesome!


actually i really like the setup of bone creation in mirai. the reason i say this is because it doesnt feel like your drawing bones but rather feels like modelling.

what you can do..( err what i do is... i dont pick each bone from a menu but rather make one large bone. this will either be my spine.. or arm.. etc. then i can split that into a number of bones which i can position correctly.

the reason i like this method is because i know right off the bat what my rotation axes for each bone will be. drawing can often flip the facing direction/rotation axis of a bone. which is why i dont "draw" them.
 
Old 05 May 2003   #71
YES! I would love to see a Mirai-like option in Maya. The thing that's difficult to show is all the right-click menus. If they could capture the simplicity and still leave you access to all the motion curves that would be great.

You can just draw bones (say from an ortho view) or sculpt them in Mirai.

Last edited by muckywetnoodle : 05 May 2003 at 05:57 PM.
 
Old 05 May 2003   #72
Coming from a 2D background I really dig the notion to animate without technical aspects bogging down your mind.

I have had a chance on several occasions with my last employer to play with Mirai's animation tools. I liked the pinning aspects and I LOVE animating POSE to POSE when I can...so I really look forward to something coming out of this discussion in a tangible way within Maya.

Shamus Culhane, in his book "Animation: From Script to Screen", had a wonderful piece of advice. He used to put his eraser away when he animated and worked through a scene...so he could not erase and rework his initial premonition of the drawing...he was feeling the motion and not fighting with volumes, line quality, etc...similar to the kinds of technical hurdles we all face as CG animators. He was letting art happen...
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Old 05 May 2003   #73
Ambient-Whisper - Breathtaking video.. awesome stuff!
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Old 05 May 2003   #74
Wow, I´m amazed about these things happen here, only one question, will be SEGA´s software available for production?
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Old 05 May 2003   #75
Animanium CE at E3 #2129 West Hall (Sega)

Animanium for production? I sure hope so -- looks like they've been using it in house and in Japan for a while now.

It'll be shown at E3 and I'll be posting info on what's there...


More info and some video samples here (check out the last one for animating speed):
http://www.cgtalk.com/showthread.php?s=&threadid=59715

I also have a 45Mb video at higher res that's quite a bit longer than those samples. Email me if you want it.

Apparently there's already an existing connection for Max -- will find out about Maya, LW & others, too...

-Joe
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