Haydn Evans's profile

Rigging and Skinning Research

Secondary Research
3DSMax vs Maya
Source: 
http://www.autodesk.co.uk/products/3ds-max/features/3d-animation/character-animation-and-rigging-tools

Character Animation and Rigging Tools
Perform procedural animation and character rigging with CAT, biped and crowd animation tools. Use the Skin modifier and CAT Muscle for smoother, more precise control of skeletal deformation.
Rig complex mechanical assemblies and characters with custom skeletons using 3ds Max bones, inverse kinematics (IK) solvers and customisable rigging tools. Wire 1-way and 2-way relationships between controllers to help create simplified 3D animation interfaces.
Additional computer animation and character rigging features include the ability to:
Animate CAT, biped and 3DS Max objects in layers to tweak dense motion capture data without compromising underlying keyframes.
Store libraries of motions for use with the non-linear Motion Mixer. Apply and retarget motions to single objects, entire characters, or sets of objects and tracks within characters.
Convert 3ds Max CAT bipedal characters into characters that are compatible with the HumanIK solver used in Maya 3D animation, modelling, simulation, rendering and compositing software and MotionBuilder 3D character animation software in a single step. 
Source:
http://www.autodesk.co.uk/products/3ds-max/features/3d-animation/geodesic-voxel-and-heatmap-skinning

Geodesic Voxel and Heatmap Skinning
"Generate better skin weighting at a fraction of the time."
Run Geodesic Voxel and Heatmap skinning outside of the bind pose and even on selected areas to refine your weighting in particular spots more easily.
Geodesic Voxel Skinning can handle complex geometry that is not watertight and can contain non-manifold or overlapping components - as is frequently the case with real-world production meshes.
Rigging and Skinning Research
Published:

Rigging and Skinning Research

28th October 2016

Published:

Creative Fields