January Musings

Eldiren here. Happy belated New Year everyone. With the New Year I've gotten a refreshing start on the Lumiere Rig Tools plugin after a bit of a hiatus and some bugs with the rig itself. The plugin is now complete, and is mainly waiting on me figuring out shop quirks with the website here. As always it's an exciting time to be in 3D. My previous musings made mention of Isotropix Clarisse. The team over there seems to be doing great things. That being said there's an even more exciting development for Cinema4D users in the form of C4DtoA, Solidangle's new plugin for Cinema 4D, that allows you to use Arnold natively in the program. Looking at some of the examples: Posted recently this month over at CGSoceity, it's shaping up to be awesome. My recent tutorials have focused on Alembic workflows, and the interesting thing about that, and the new Arnold plugin, is that it prevents the need for me to consider external packages like Clarisse and Katana at the moment. My studies and projects are always leading me in new directions though and I'll keep you up date on new developments. Going back to the plugin, the current feature set will allow you to merge Genesis weights onto the custom built Lumiere Rig template in Cinema4D. This rig includes full IK and in the future I'll be adding face controls and more functionality. Once your Genesis character is retargeted you'll be able to animate it like you would normally expect in a program like Poser or Daz, taking full advantage of all of Cinema4D's powerful timeline tools. Having the rig in Cinema4D also gives you access to deformers that you can see live, as well as having you character interact live with fluid and particle simulations. The second part of the plugin functionality allows you to retarget motion capture onto the rig from external sources. This allows you to continue to use Motionbuilder to define basic movements quickly, and then then take it into Cinema4D for further development. Currently as long as the bones in another program match the rig you should also be able to import data from elsewhere like Endorphin, or even Mixamo. I intend to enhance the retargeting and weight capabilities in future versions. Well that's it for me today. Expect and announcement, and a tutorial soon on the Lumiere Rig Tools. Eldiren out!

01. A Pipeline Introduction

http://www.youtube.com/watch?v=0PoSFr2mre8 In this tutorial we'll cover why a pipeline is so important, and reiterate my whole Multi App Workflows strategy. We'll learn how some new formats like alembic and OpenVDB have changed the game, and how some plugins support various pipeline flows.

05. Animating the third stage of the animation

http://www.youtube.com/watch?v=IXNHSqFd_B4 In this tutorial we'll finish up the Motionbuilder animation by using Story to again add more motion capture to our shot. We'll cover flattening our layers to clean things up, as well as solidifying plotting data.

BLK OUT: THE GENESIS

So after a culmination of about two weeks or so of work, a partner of mine and I have released a promotional animation for his mixtape BLK OUT: The Genesis. I was an interesting little project where I got to use a lot of techniques as well as a few new little things I hadn't touched in quite a bit. A little bit of what I learned through this project is probably going to end up in my Motionbuilder training, which is long overdue. Eldiren out!
https://www.youtube.com/watch?v=GUcTkgAR0uM

07. Supplemental (Rigging Eyes, Jaws, & Tougue)

http://www.youtube.com/watch?v=oIbua6J_hTg In this chapter we'll rig the eyes, jaws, and tongue to the character and use point caches, and then Riptide Pro's Point Oven deformer to allow for deformation alongside our MotionBuilder animation. Follow the company on twitter @logiciellumiere there we'll have announcements for more tutorials and other awesome VFX stuff.

05. Importing and using motion in Cinema 4D

http://www.youtube.com/watch?v=W2AZSz-QjGM In the final chapter we'll go full circle, bringing our MotionBuilder animation back into Cinema 4D for use in final production. We'll take a look at Cinema 4D's motion system and how we can use it to quickly get our saved motion onto characters regardless of the scene. Follow the company on twitter @logiciellumiere there we'll have announcements for more tutorials and other awesome VFX stuff.

04. Using Story to apply and clean up motion

http://www.youtube.com/watch?v=TcT3YFR1bk0 In this chapter we use our FBX library of BHV derived control rigs to animate Testa in MotionBuilder's Story tool. We also cover baking story created animations down and then take a look at further refining them with MotionBuilder's animation layers. Follow the company on twitter @logiciellumiere there we'll have announcements for more tutorials and other awesome VFX stuff.