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Sunday 15 July 2012

Autodesk MotionBuilder 2013 x86/x64 + Motion Capture Production Pipeline

Autodesk MotionBuilder 2013 x86/x64 + Motion Capture Production Pipeline

Autodesk MotionBuilder 2013 - software for 3D-animation of a large amount of data in real time in the production of a virtual movie of computer games, in the production of movies, TV shows, cartoons. The assembly added Motion Capture Production Pipeline.System requirements:
System Requirements for 32-bit MotionBuilder 2013
MS Windows XP Professional SP3
Intel Pentium 4 or AMD Athlon SSE3
2 GB RAM
2 GB of free HD space
Graphics card that supports OpenGL 2.1
DVD-ROM
MS IE 7.0, Mozilla Firefox 2.0
System Requirements for 64-bit MotionBuilder 2013
MS Windows 7 Professional x64
MS Windows XP Professional x64 (SP2)
MS Windows Vista Busines x64 (SP2)
Intel Pentium 4 or AMD Athlon SSE3
Min 4 GB RAM
2 GB of free HD space
Graphics card that supports OpenGL 2.1
DVD-ROM
MS IE 7.0, Mozilla Firefox 2.0

Improve the performance of the work of artists engaged in the preparation of the animation and the quality of their work. Do this you will help Autodesk MotionBuilder 2013 - a real-time product for the 3D-animated characters. He makes a more efficient procedure for the creation of animation films and computer games. You can create, edit and play back complex animated clips in an interactive environment. MotionBuilder is a perfect solution for working with large volumes of data, virtual cinematography, staging and pre-visualization animation. New stereoscopic tools allow you to enjoy the benefits of modern technology.

Autodesk has introduced a new version of MotionBuilder 2013. MotionBuilder is designed for games, movies, TV commercials, special effects. Due to the unique photorealistic rendering engine in real time mode and a special "smart" technology HumanIK character animation for a few minutes you can create complex character animation.

In MotionBuilder 2013 it became possible to record motion capture directly to disk instead of memory, added a tool to simultaneously edit multiple clips playback speed, increased speed of loading scenes, combining data from multiple files, as well as the rate of objects in complex scenes. Also, a new version of the program supports professional format WAVE, thus easier to synchronize audio and video data.

The main components of the program elements include features such as:
Working with animated characters in real time;
working with large amounts of animation 3D-data;
selection of objects in the scene in back of the stage (parameter Z-buffer);
tools for working with data from motion capture systems;
function of Live Data Recording to Disk in Story allows the movement captured in the recording does not refer to memory, but directly to the disk;
Support WAWE-format with timecode, which makes it easier to synchronize video and audio data;
the user can flexibly adjust the settings in the datasets (the name of the camera frame rate, focal length, the name of the scene) selected for viewing;
the output of the material with the SDI video signal, if necessary gunlock;
technology enables the transfer of motion;
High-quality pre-visualization of the results of work intended for use in future games or movies;
developers the opportunity to use the SDK and write scripts in Python.

Compatibility and integration:
Support for technology transfer and exchange of data Autodesk FBX
Compatibility in working with Autodesk Maya, Autodesk 3ds Max, Autodesk Softimage
Support for the Autodesk HumanIK.

Installation and activation:
Product Key: 727E1

Autodesk MotionBuilder - Motion Capture Production Pipeline

Year: 2012
Manufacturer: Eat3D
Author: Markus Hammarstedt
Duration: 5 hours 33 minutes.
Language: English

In this DVD, Instructor Markus Hammarstedt goes through the entire pipeline of taking several motion capture data files and creating a complex final scene. He starts off by giving an overview of the UI and then shows how to export your character from Maya and get it into MotionBuilder. From there he goes into assigning the bones and creating the bind pose. Next, he assigns the markers to an actor and takes that actor to retarget the motion capture to the character. Markus then takes the raw Mocap animation and selects the sections to use in the scene and create clips out of them. He then takes the clips and blends them together to get a rough idea where they need to go and then fixes the timing to make everything look better. After that, he goes into character controllers and then the hard work of polishing the animations to look more natural. Finally, Markus shows how to take everything into UDK to create a full scene, complete with a matinee sequence with sounds, particles, and camera animations.

Contents:
Volume 1:
Introduction
A. Interface Overview
Two. Exporting from Maya and Importing into MotionBuilder
Three. Assigning Bones
4. Creating the Bind Pose
Five. Assigning Markers to an Actor
6. Assigning Markers and Retargeting Mocap to the Character
7. Cropping the Raw Mocap
Eight. Creating Clips and Blending
9. Assembling the Scene with Props
10. Positioning the Characters with Clips
11. Adding the Walk and Fixing the Timing
12. Explaining Character Controllers
13. Tweaking the Attacker Animation - Part 1
Volume 2:
14. Tweaking the Attacker Animation - Part 2
15. Tweaking the Victim's Animation
16. Final Tweaks and Adjustments
17. Exporting for UDK
18. Importing into UDK
19. Creating the Matinee
20. Adding Sounds
21. Animating the Camera



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