![]() ![]() Neighbouring frames can be ghosted into the view, helping to refine a character’s silhouette during a move. Rather than a separate graph editor, the trajectories of each joint can be displayed directly in the viewport, as in Akeytsu or when using Maya’s motion trails system. The video above shows a fairly conventional-looking Dope Sheet to display key frames, and standard move and rotate gizmos for joints in the character rig.Īccording to Nekki, the rig “allows you to use on any part of the body at the same time both direct and reverse kinematics, switching the type of kinematics at any interval”. ![]() Users can also choose to violate the laws of physics for artistic effect: in the image above, the red sector shows the difference between the pose shown and that expected in the real world.ĭespite the differences in underlying philosophy, Nekki says that most of the animation tools within Cascadeur should be familiar to artists coming from other DCC applications, like Maya. However, Nekki claims that Cascadeur provides far greater artistic control over a character’s motion than NaturalMotion’s more strictly simulation-based approach. ![]() Once the key poses in a move are established, the software – the name means ‘stuntman’ in French – generates a plausible-looking motion connecting them.Īrtists with long memories may be reminded of endorphin and euphoria, NaturalMotion’s motion-synthesis software and its games middleware, neither of which is now available commercially. Unlike conventional animation tools, Cascadeur encourages users to focus on physical properties like a character’s trajectory, angular momentum and fulcrum points like ground contacts. ![]() The software, which Nekki uses on its own mobile fighting games, will enter closed beta in February 2019.Ĭreate animations based on real-world physics Games developer Nekki has unveiled Cascadeur, an interesting new animation tool that promises to let animators create balletic character movements using an intuitive physics-based workflow. ![]()
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