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TOOLS ||| Testing Lipsynch tool Pose Store, Free maxscript plugin by JEREMY MASSEY
29th March 2011, Paris

 

Update | 01 October 2011

Jeremy Massey just told me that the latest update of the plugin (version 0.3) has just been released. It contains some improvements and useful features has been added since. Most notably, the ability to mirror poses | Pose Store V 0.3

 

 

When I started my lipsynch tests, I found a very useful and free maxscript plugin - Pose Store - written by a Character TD, Jeremy Massey. Pose Store is very pratical for quick pose saving and keyframing. Basically, it is a physical helper that you create in your scene which, on selection, opens a rollout dialogue. From there, you store the transformation (position, rotation and scale) of your controllers and blend between them using a multiplier. Above are the poses I choose to store in the tool and Below is the demo of the first lispynch animation done with it.

 

 

 

Tags : pose store, facial, test, tool, videogames, 3DS Max

 

Scripting | Jeremy Massey

 

TOOLS ||| Display LocalRotationAxes in MAYA = showBoneAxis in 3DS Max
28th September 2011, Paris

A very good practice when setupping a skeleton (well, when dealing with game objects demanding strict axis' rules and so on ; in my case, I deal most of the time with skeletons) is to have, as often as possible, your object's local axis displayed in your viewport. Not only when these are selected, but especially when they aren't !

 

MAYA

 

In Maya, there already is that option called Local Rotation Axes. You can either access it from the Display menu :

 

Display > Transform Display > Local Rotation Axes

 

Or access your node's attributes (Ctrl + A) and check Display Local Axis in the Display tab.

 

 

Crtl + Shift + Right-click lets you to drop a tool in your Custom tab as shown below, so as to fetch it at any time.

 

 

Now, activating the localRotationAxes on an object displays the axis as long as you don't desactivate it.

 

 

3DS MAX

 

In 3DS Max, you don't have this option in the core module. However a collegue showed me a wonderful maxscript tool written by Martin Breid called showBoneAxis. A very useful script which I plugged on a button and which I constantly use while working my setups !

The only thing is that 1. It is limited to objects of Bone Class. But with some code, it might be easily extended to other classes (not tried yet, but will certainly do) and 2. It shows the axis of all the bones found in your scene (selected or not, and even hidden ones) which might look a little bit messy if you have ... a messy scene. This too can easily be cleaned up.

 

 

Anyway, 3DS Max users, here is the link to fetch it ! showBoneAxis v1.0

 

Tags : axis, maya, 3DS Max, maxscript

 

Scripting | Martin Breidt

 

TOOLS ||| TAKE NAVIGATION UI, for Motion Builder
22th September 2011, Paris

 

Little tool I scripted for Motion Builder to navigate quickly through my scene Takes within a single window. I was fed up of grabbing takes from the Timeline window ... The character you see in the demo is a foe from the soon-to-come Black Death from Darkworks team!

 

 

Tags : python, motion builder, navigation, tool, videogames, blackdeath

 

Scripting | mlle lafortune

 

TOOLS ||| ExecuteScript() in Motion Builder
19th August 2011, Paris

 

The function ExecuteScript() lets you execute python script files.

 

# Calls my_script.py -------------------- #

def fn_ExeScript (control,event) :

ex = FBApplication()

ex.ExecuteScript("my_script.py")

 

 

I started to use this method to launch my scripts more quickly. Instead of drag-and-dropping the production scripts from the Asset Browser, I would have a single rollout to launch with buttons calling the scripts. Below you'll have a simple example of my UI.

 

 

For that to work, you'll need to have a master file (sGrid_Tools.py) and all the production scripts (ExportTakeNames.py, TakeNavigator.py, etc .. ) placed in a folder. If you share a database with your team, they'll only have to update the database and launch the master file to access the production tools.

 

 

Tags : python, motion builder, navigation, tool, videogames

 

Scripting | mlle lafortune

 

ANIM ||| Face Rig tests
29th March 2011, Paris

 

 

Rigging tests and Animation.

 

Tags : facial, rigging, test, videogames, animation, 3DS Max

 

Modelling | David Bole

 

ANIM ||| Face Setup in Motion Builder
7th February 2011, Paris

 

 

Face setup done in Motion Builder for the crowd of a game prototype.

 

 

Tags : facial, rigging, test, videogames, animation, motion builder

 

Modelling | David Bole

 

TOOLS ||| Beat per minute Calculator for Animators
November 2010, Paris

 

What an interesting exercise to work with BMP when keyframing an animation. The idea, although some (and other some) have figured it out long before I was born (even if that doesn't make me a youngster), came from my Project Director who wanted our character to have a music-clip-like approach of our gameplay moves and actions.

Research on this subject was as exciting as fulfilling. First and above all, Tools , a so sweet sound to my ears.

 

TAP FOR BEAT PER MINUTE

 

Tap - Tap - Tap on your keyboard and you get the BMP of your music, and most interesting, the rhythm (BMP) you want to give to your action(s) : http://www.all8.com/tools/bpm.htm

 

TAP TO MEASURE BMP AND FRAMES PER MINUTE

 

Wanna convert the BMP to Frames per second - Two solutions - First ...

 

  1. BPM: Beats per minute for some music
  2. FPS: Frame Rate of your video>

Math:

Beat Number(FrameNum) = Integer( ( FrameNum / FPS ) * ( BPM / 60 ) )

 

... kidding.

or you can use another tool from All8 here : http://www.all8.com/tools/fpb.htm

 

 

Tags : tool, bmp, calculator

 

 

 

ANIM ||| Beat per minute based-animation
November 2010, Paris

 

 

Walk cycle test using Beat Per Minute.

 

 

Tags : tool, bmp, animation

 

Modelling | David Bole

 

ANIM ||| Umbrella !
June 2010, Paris

 

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Little Umbrella. Some bones, a little bit of skinning and W I N D -

 

Le contenu de cette page nécessite une version plus récente d'Adobe Flash Player.

Obtenir le lecteur Adobe Flash

 

Some more bones, a little bit more skinning and, well, W I N D -

Ok, the umbrella at the back, the beautiful one, is purely Reator(ed) and was done by my pal Olivier Fleurette - Cinematic Lead ! What we wanted to have was a realistic wind-simulation (Reactor-like) on a bone based set-up for our game engine. We came out with 2 solutions.

 

Simulation directing Bones

Set-up a cloth and wind simulation on the wings, the ribs and the tilt mechanism for the first render. Then retrieve the animation by snapping, constraining and skinning (a large number) of bones to the vertices of the mesh. We got a final skeleton that we could use at pleasure for other simulations. The bad point with this method was that, well, our umbrella had a LOT of bones !

 

Simulation directing Bones directing other Bones (...)

Have a bone-based skeleton with the main (and so, minimum) bones (the rib assembly, the tilt mechanism, relevent bones on the wings and the root). Skin and constraint these bones to the simulation skeleton ones and let the animation be retrieved automatically (ok, plus some tweaking ...).

 

 

Tags : reactor, bones, animation, videogames

Modelling | Manuel Pires

 

ANIM ||| Prototype
December 2006, Montpellier

 

 

Aggregation prototype from the project The Deep. Tests done on stetch-and-scale expressions in Motion Builder.

 

 

Tags : The Deep, animation, videogames

 

Modelling | David Bole

 

ANIM ||| Animation Reel, Beowulf The Game, Ubisoft-Tiwak
December 2006, Montpellier

 

 

Beowulf the game was PS3, Xbox360 and PC next-gen release. I've been working at Ubisoft during its pre-production.

 

 

Tags : reel, beowulf, animation, videogames, ubisoft

 

Modelling | Pascal Lefort

 

 

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