Re: Character rig test in files section 2005-05-30 - By pmiinalainen
Back Well said. With highly specialized character animation solutions like character studio for 3dsmax, it can take days to do 10 seconds of realistic looking animation.
Carrara is more suitable for different style animation, imho.
You can work around muscle bulges and creases with carrara and bones. it requires some serious planning and rigging, but it works. I've posted a small and ugly sample of this long time ago... It's really slow and involved method.
Most difficult for animation is timing. Not setting up. I can provide ok'ish setups in couple of hours, but i can't delivet motion- picture perfect animation of 3...4 minutes even if i'd have week to do it. It is very slow. Rigging a full human skeleton down to smallest bone would propably take couple of weeks, imho. You would propably have to try and retry again and again to get everything work together, let alone study and research etc.
With more advanced tools, the animation process is often a bit faster. But i think cost of one second of animation in movies is about 60000$. You can figure the ballpark of how much man hours is spent for one second. If it would be easy to do it, all the world would be filled with technically perferct animation but little of that magic that old cell animations could already achiece.
Non-realistic but believable animation is easier to do, but still very difficult.
just my two eurocents.
petteri --- In Carrara@(protected), Peter MacDougall <pem@(protected)> wrote: > That's a tall order for any package, Mike. It requires a well- modeled > model (one that has the joints properly setup for smooth deformation), a > properly setup rig or rigs, associated morph targets to correct for > joint deformation by bones, and then an animator who knows how to > animate fluidly or at least create a rig setup to take BVH of FBX > motions. Most people are not going to do all well and I doubt you will > find many on this list with the practical experience to do this. I think > it is possible to do all of this in Carrara but it is lacking some tools > to make it easy (like a scripting type interface allowing you to make > controls for the character rig). And realistically even 10 seconds of > animation can take hours to do well (I should know, my bug walking > animation, although easier with the new IK tool, still took me a couple > of hours to get the first bug moving nicely) Three to four minutes of > animation without resorting to motion capture is going to take several days. > > BTW Thank you Mike (other Mike, Seattlemickey!) for your Tweener > iterator plugin, It is so helpful for this kind of task! > > I am currently working on a project like this and now that my holidays > are coming up I hope to make a good stab at it. > > MD wrote: > > > please (and this is the second time that I am asking)post a Carrara > > 4 file where you have a fully articulated, and rigged bone skeleton > > with constrains and IK/Terminators that is skinned to a 3D model > > where the model walks, runs and moves naturally? > > > > And please post a 3 to 4 minute moive where you have animated the > > above rig to produce natural movement. > > > -- > > Peter MacDougall > pem@(protected) > http://www3.telus.net/pem/index.htm > > Reality always exceeds your expectations.
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