Hello Everyone…
Today Brad asked the advisory board for requests and ideas for planning out v8. Here is my first round of requests.
Version 8 - CA Tool Enhancements
Hello Brad,
Character Tools should be augmented in the following areas.
- Vertex Level geometry manipulation and vertex caching.
- Vertex selection (push & pull points in construction windows).
- Clusters. (The grouping of vertex points or spline CVs into a cluster group which can be animated)
- Vertex caching to hard drive & exchange vertex data between applications.
- Falloff regions for deformations. (To ease the deformation region off into the geometry)
- Paint regions for deformations. (Used like weight mapping…where deformation maps are applied to geometry and only areas defined by the deformation map are affected)
- Vertex Snapshots rather than imported models for integration into an enhanced morph target editor. (Whenever a user modifies the vertex positions of a model, a vertex snapshot would record the positions of those vertices and routes that information into the improved morph editor. Here user defined slider controls can blend between vertex snapshots and shape blending can occur. The goal is to remove the need for importing multiple models to achieve the same effect in previous versions of EIAS).
- A complete modeler within Animator is NOT required if the ability to reshape existing imported geometry on the vertex level is provided.
- Wire deformers
Sales Advantage: Vertex level manipulation is the greatest challenge EITG must overcome in order to transform EIAS into a CA tool. The biggest advantage of these technologies will be the exchange of vertex data between EIAS users and other applications without the need for a sophisticated IK rig/skeleton or FBX joint export in addition to more realistic
deformations of geometry needed for detailed character work.
- Simplified Channel Routing
- Rerouting of animation channel data without the need for expressions or Xpressionist. Think of an old style telephone switchboard routing data by just plugging in a new patch cord. We shouldn’t need to write an expression to route the rotation of one object into the rotation of another. There should be something in place to do it easier for us.
Sales Advantage: Simplified data routing is crucial for rerouting animation data between objects, nulls, objects, lights, and joints or any other object without the need to write an expression in XP. Although its a simple one to one relationship (ie route the rotation of one object on X to the rotation of another object on Y) this channel bridging saves time and comes in handy when setting up multiple patches on a series of joints.
- Custom Controls.
- Set Driven Key.
- User Definable animation channels for custom controls.
- Non Renderable spline controllers for custom character setups.
Sales Advantage: Set Driven key is a fairly simple technology that can result in tremendous advantages for the character animator. These driver/driven relationships can create sophisticated conditions that can result in time saving animated actions like opening and closing a hand by driving specific joints in the hand. Typically, set driven keys are tied into customizable user channel attributes with boolean, float or integer properties that can define a range of values. (ie. The default value of a controller could be a floating value of 0 with a range of 10. At a value of 10 the hand is fully open, while a value of 0 the hand is fully closed. Users should be permitted to establish and setup any additional attribute they want, whether its on an object, a null or a user defined custom controller. Custom control objects are somewhat like more sophisticated nulls and are used to control joint rotation, IK handle positions, cluster positions, and so forth.)
- Rigging assistants, bone placement tools and auto-weighting tools.
- http://www.funnylittlemen.co.uk/Quicktimes/Riggit_01.swf
- Bone Mirroring.
- Bone Insert.
- Bone Alignment tools.
- Joint Orientation tools.
- OpenGL Image planes for bone placement.
Sales Advantage: One of the most time consuming things about character animation is the technical setup and relationships established with bones and their joint orientations. Bone placement tools and auto rigging devices designed to assist the artist in the placement of joints will be welcomed with great enthusiasm in the EI community. Joint orientation tools are necessary to ensure joint rotations are predictable and will transfer animation properly to other applications. Proper joint orientation on their local axis also ensures that joints rotate as they should in relation to their real world counter parts.
- Enhanced IK support.
- Improved solvers.
- Spline IK.
- Quanternion rotation support.
Sales Advantage: Spline IK is mandatory for Spines, tails, an other consecutive joint relationships that define fluid movement. (Like a railroad train car) Spline IK’s are typically animated by moving control CVs and clusters along the length of the spline. Spline IK also supports twist controls and sliding along the length of the spline. Quanternion rotations is a more advanced method of calculating rotations to help prevent gimble lock.
- Enhanced user placement tools
- Local/World translation and rotation support.
- In window snapping tools to objects, points, joints, nulls, etc…,
- Link window update to support pivot data input via world coordinates.
- Reduce the dependency on Nulls in Animator.
- Rapid Copy paste functions to transfer coordinates from object to object or pivot to pivot.
Sales Advantage: Currently Animator is dependent on using multiple nulls to orient already rotated objects in world space. EIAS also lacks local translation modes. A greater spectrum of in window snapping tools other than the grid are necessary to accurately place IK handles, constraint systems, joints, nulls and other custom controllers in the scene in relationship to other objects. Snapping should support grid, point and along a curve. The linking editor is also out of date. World coordinates for accurate pivot placement should available for entry in the link editor, and users should be able to move the pivot center of an object within the construction windows and snap to the pivot center of another object. The link editor does not allow for more than one visible object at a time and its counter intuitive to go to another window to perform this basic function. Animator is known to slow down when lots of nulls and groups are being processed. This could help this situation.
- FBX Export.
Sales Advantage: Exporting joint, camera, object positional data and light positions via FBX into other programs allows EIAS to better communicate scene and skeleton setups into applications like Autodesk Motion Builder.
- Spline generation and EPS import support.
- Ties into Spline IK, custom controls, wire deformers & 3rd party plugins.
Sales Advantage: We need spline drawing support to create custom animation paths, spline controllers, deformable animation paths, better adobe Illustrator eps import support and all of these splines should be capable of being converted to polylines for integration with existing animation and modeling plugins. The current list of plugins that implement or support wire or polyline entities include: Trestle, Scrim, Swage, Revolver, Contortionist, Pathfinder, Flexpath, CableCraft, Mrs Bebel, Pathplotter, Dante, PPPro, and more. If internal spline and polyline drawing tools existed within EIAS, these plugins suddenly become exponentially more powerful, especially if they can be manipulated on the CV or vertex level with clusters, deformers, and so forth.
- Enhanced constraint engine.
- Parent Constraints
- Fix AutoLook constraint with objects.
Sales Advantage: The current constraint engine possesses some bugs with the AutoLook function, plus EI constraints seem to produce inconsistent results. Various fields produce little to no effect. Autolook works great for cameras, but doesn’t properly work with objects. The banking of objects are off by 90 degrees. Parent constraints also allow for the functionality of parenting without the need to alter the hierarchy as with real parenting.
- Weight mapping enhancements.
Sales Advantage: Complaints exist about FBX weight mapping on import. Plus there should be more weight mapping painting options like mirroring, flooding, and so forth that can help the painting process. These painting tools could also be utilized by other sub systems like painting reactive shader areas, painting deformation regions, Mr. Nitro destruction zones, and so forth. It could also be used to in conjunction with Image2Mesh to generate terrains for landscaping.
- Non-Linear animation support.
Sales Advantage: EIAS is still an old school linear event animation package. Entire tool sets are needed to free EIAS from the timeline and allow users to create clips of keyframes and reorder animation events with ease.
- Graph Editor update.
Sales Advantage: The current graph editor should support weighted tangents and possess tools like snapshot buffers to examine curves for before and after modifications. The graph editor can be excessively fickle to work with and methods to bake out animation of objects being driven by Rodeo, Xpressionist or other simulators is necessary. Baking animation can reduce overhead and decrease render time.
- Sub-D surface generation.
Sales Advantage: Animating low resolution poly cages with the option to uprez the geometry with Sub-D surface generation will provide character animators the ability to work quickly in low rez and then uprez to more geometry with ease. Even though Animator can handle millions of polys, its not fun to animate characters as such. LowRez proxies are necessary.
- Referencing capabilities.
Sales Advantage: Referencing master scenes or models into Animator allows the animator to swap out and replace objects with identical hierarchies with ease. This also allows the user the ability to work with lower rez and simplified setups before swapping out to their higher rez versions. This would help out with previsualization and large scenes. A reference manager could track and replace items at will depending on various settings defined by the user at render time.
- Plugin API enhancements.
Sales Advantage: Best defined by Blair and the Igors, but this could be extensive changes to better support simulation plugins, better interfaces, overlay buffers and so forth.
Don’t want to over excite folks. lol