• MASTERING AN(I)MA® 1.7 TUTORIAL (I) | INSTALLATION FOR 3DS MAX

    INSTALLATION: Follow this short video guide to install an(i)ma® and the an(i)ma® Plugin for 3ds Max, allowing you to easily import, preview, and render animated crowds.

  • MASTERING AN(I)MA® 1.7 TUTORIAL (I) | INSTALLATION FOR CINEMA 4D

     

    INSTALLATION: Follow this short video guide to install an(i)ma® and the an(i)ma® Plugin for Cinema 4D, allowing you to easily import, preview, and render animated crowds.

  • AXYZHUB | GETTING STARTED

    In this short video, we’ll get you up and running quickly with aXYZHUB®, a unique new asset browser that provides a simple way to Organize, Add, Resize and Purchase 3D Assets.

  • MASTERING AN(I)MA 1.7 TUTORIAL (II) | SETTING UP YOUR WORKFLOW

     

    This tutorial takes a detailed look at creating new projects with An(i)ma, the cross platform crowd animation software that offers a high level of artistic freedom, with an easy-to-use workflow. IMPORTANT: To follow along with this tutorial, scene files can be downloaded from HERE. TOPICS INCLUDE 1.Importing and exporting reference geometry from an architectural scene. 2.Setting up a new An(i)ma project. 3.The interface and viewport navigation. 4.Using the Project Editor and understanding scene hierarchy. 5.Creating path based animations. 6.Using the Cloner modifier to create large procedurally generated crowds. 7.Fine tuning animations by adjusting the paths and properties of individual characters. Stay

  • MASTERING AN(I)MA 1.7 TUTORIAL (III)| STAIRS AND ESCALATORS

     

    an(i)ma offers a wide range of path types to define the behaviour of actors as they move through a scene. These can be sequenced so that actors can go through many state changes to enable sophisticated interaction between characters and the architecture. In the second tutorial of the Mastering an(i)ma series, we look at creating sequences of animations to add characters to stairs, escalators and moving walkways. IMPORTANT: To follow along with this tutorial, scene files can be downloaded from HERE. TOPICS INCLUDE 1.Hiding Groups. 2.Creating sequences. 3.Using the stair path tool. 4.Cloning animations. 5.Creating path based animations. 6.Using the escalator path tool. 7.Updating imported animations in 3DS Max. St...

  • MASTERING AN(I)MA 1.7 TUTORIAL (IV)| STANDING AND SEATED CHARACTERS

     

    For the third tutorial in the Mastering an(i)ma® series, we look at how to add fixed path animations to characters. This feature is used for creating actors that sit, stand, use doors, elevators, and much much more. IMPORTANT: To follow along with this tutorial, scene files can be downloaded from HERE. TOPICS INCLUDE 1.Creating circular and rectangular areas of standing actors. 2.Controlling the orientation of actors using look-at targets. 3.Creating sequences of actions that include fixed path animations. 4.Adjusting the behavior of actors as they exit and enter fixed path clips. 5.Looping animation clips. 6.Placing characters using reference geometry. Previous installments of the mastering an(i)ma® series hav

  • ANIMATING METROPOLY CHARACTERS IN CINEMA 4D

     

    What follows is a quick tutorial for Animating Metropoly Characters in Cinema 4D, that WALKS you through some basic animation configuration and operation using motion capture files. When you finish it, you should have a general understanding of how to use Metropoly M4 characters in conjunction with eMOTION MOCAP data files.

  • SCALING METROPOLY CHARACTERS

    Before you start populating your project with Metropoly 3D Humans you must be sure that the characters and your scene use the same working units. SCALING FROM METERS TO INCHES: 1 meter = 39.370079 inches 1 meter = 3.28084 feet (UK and US) 1. Open a character in 3DS Max. 2. On the Main menu go to "Customize" and select "Units Setup...". 3. Inside the "Units Setup" window set "Display Unit Scale" to your drawing unit. Click on "System Unit Setup" button and repeat the operation. 4. Go to "Select by name" and click on the character's root. (Ex: CMan0011-M4-CS_Hips). Ensure that the character's root does not have any keyframe assigned. Otherwise, just select those keys and delete th...

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