Browsing Tag

FBX

53 posts
A 3D animation software interface displaying a sequence of seven humanoid figures in varying poses, with one figure standing in a center position, showcasing character animation progress. The background is black, emphasizing the models.

Cascadeur on physics, AI and control

Cascadeur explains how physics solvers and local AI shape modern keyframe animation. Physics-assisted keyframing and AI-generated Inbetweening sound like shorthand for automation. In practice, they describe a layered system that revolves around explicit poses, timing and animator intent.
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Engineering data to CGI –what could possibly go wrong?

Almost every major industry that is manufacturing sophisticated physical products uses computer aided styling (CAS) or design (CAD) in at least some steps of its development. Living in the digital age, one could assume that using this engineering output to create media products shouldn’t pose too much of a challenge. Sadly, that is only true if you know your way around some common pitfalls and peculiarities of the engineering universe.
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Durch das Hinzufügen von Objekten mit einer bekannten Größe, wie zum Beispiel Menschen, können die Dimensionen der Inhalte der Szene visuell deutlicher definiert werden.

3D People from Renderpeople

You always meet a lot of people at FMX - the DP editorial team introduced me to Moritz Schneider and his project Renderpeople. However, never trust anyone who seems like they only want to do you good. As soon as I expressed even the slightest interest in this project, the ulterior motives became apparent, and I was obliged by the DP editorial team as an inexperienced user to test the whole thing and write about the results. Oh well. It's raining outside and I get to deal with my favourite topics. Renderpeople is a company that offers digital 3D models of people. As a few free figures were offered by Renderpeople, I downloaded them for testing purposes.
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Bild: Tor Frick

Modo 10! 10!

Modo 10 cuddles up to Unreal Engine, Unity and FBX files, bakes better and is a generation ahead in normals and vertices.
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