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People solution for animations


tayrona
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Hi everybody.... If you were asked to fill animation scenes of entertainment places (bar, restaurant, opera, casino) with human characters in movement, enjoying the places (dancing, eating etc), which would be your solution? please list your resources. thanks!!

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ok.... I would like more opinions....... tech solutions..... I actually use bipeds, but I will need some library, because spaces must be full of people dancing, chating, eating........ and I wont be able to rig, texture and animate bipeds... otherwise using a green screen studio sounds interesting but getting nice a lot of real people to caption would be expensive and hard to track on video....

I found this: http://www.mediacollege.com/video/special-effects/green-screen/planning.html

Edited by tayrona
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You could use Poser to generate the characters, animate a small set of different animation cycles and reference them into the scene.

 

http://my.smithmicro.com/win/poserpro/index.html#

 

A better solution would be to render the animation scenes and then contract a skilled Nuke or Shake compositor the comp some library footage into the scene. They might charge you a few thousand, but in the long run it will be cheaper and look fantastic. Compositors are a special breed of artist. Most important thing is to get them involved early.

 

Best of luck,

 

S.

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Axyz...... nice, maybe we must keep these characters away from camaras.... I have tried them before and close ups are uglys.

Greenlayers looks very interesting.......... hard composition work will be required....... maybe more than the overkill quota........

 

Who have tried the rocketbox libraries?? I visited their site and looks easy to customize, more than axyz........

Edited by tayrona
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yea for ease of use i reckon axyz are best. like you say - ugly as sin, jesus would not look upon these models.

 

best used in combination with some 3rd party BIP files (to get better standing / dancing / eating motions), and possibly as animated proxies if you are having trouble rendering huge amounts of them. would recommend doing them as a seperate pass anyway for quicker rendering times.

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Only if you're not animating them. I dont know if it's because it all started in metric, but the rigging does not work. Something is embedded in there that causes the skeleton to be significantly smaller than the mesh...but only when you delete the physique modifier. I've found the modifier needs to be deleted, the bones deleted, re-rigged with the biped, and even then you can get screwy results.

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Only if you're not animating them. I dont know if it's because it all started in metric, but the rigging does not work. Something is embedded in there that causes the skeleton to be significantly smaller than the mesh...but only when you delete the physique modifier. I've found the modifier needs to be deleted, the bones deleted, re-rigged with the biped, and even then you can get screwy results.

 

The same thing happened to me the one time I (under duress) used one of these prerigged characters. What worked for me was to change my scene file's unit scale to match that of the .MAX file of the character. Once I did that, everything imported with no problem... and surprisingly didn't severely impact my scene.

 

Of course, I still had to go through and fine tune the rigging. Maybe it was just the character we used, but it was rather hastily and sloppily rigged.

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  • 2 months later...

There is no need to re-rigg axyz characters to change the scale.

You just need to scale the biped.

 

There are two methods to do this depending on the modifier used in 3DS Max:

 

1) Scale Physique

2) Scale Skin

 

You can find a short and simple tutorial here:

http://www.axyzdesign.com/axyz-design-3d-humans-characters-products-tutorials.php

 

Cheers.

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