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3D-Animation-Modelling

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RenderMan On Demand. Sun 22nd Jan 2012 | News RenderMan On Demand, Pixar's new cloud rendering service sparks a new era for RenderMan and for VFX studios. RenderMan On Demand is an online rendering service for Pixar's RenderMan, offering immediate access to the power of the clouds vastly scalable computing resources without the expense of building and running your own render farm. As announced at the SIGGRAPH Asia Hong Kong RenderMan User Group, RenderMan On Demand is accessible, right now, directly through a service interface developed and administrated by GreenButton, a specialist in cloud service delivery. The service has already been tested rigorously and has delivered thousands of frames for studios in the beta test program.

RenderMan On Demand is designed to provide studios and individual artists with immediate access to a professionally configured rendering service. Currently, RenderMan On Demand can handle smaller and medium sized projects with a high degree of reliability. Related links: Subdivision Reversion for Maya Recreates Lost Subdivision levels. 3D models optimization tools, polygon reduction and fast 3D rendering | Atangeo.

Export a custom rig with animation from Maya to Unity. This tutorial is about how to transfer a custom rig including animation from Autodesk Maya to a game engine such as Unity. The main problem for this process is that most of what makes up a character rig, such as controls, constraints, connections, expressions will not always get properly imported into the game engine. One way to get around this is to build a rig that includes only the features that can be read by the game engine, which are usually joints and maybe ik controllers. The downside of using such a limited rig for animation is that the animation process itself becomes a real pain because all the nice controls that can make animating a breeze are missing.

So, how to get around it? The most common way is to have two rigs setup: One for animating, that includes all the controls and one for exporting the animation into the engine, which mainly only consists of joints and the characters skin. This is the safest way to make sure that the transfer works nicely. icActorTools.zip. Labs Utilities Project Photofly 2.1.