Introduction

 

Animcraft (AC) is a collaborative universal character action resource library and animation efficiency software.

 

It can provide a comprehensive connection between DCC and engine software: allowing animation and character data to be smoothly shared, flexibly converted, and efficiently utilized among various software.

 

Universal Role and Action Resource Library: 3D visualization of resources, efficient organization and management, collaborative application, integration into daily work, reference training.

 

Redirect core: Enable bipedal, quadruped, and emoticon resources to accurately communicate with controllers based on keyframes between different bones, bindings, figures, and software.

 

A rich set of animation efficiency tools: redirection, real-time surface capture, intelligent animation, ribbon operation, binding conversion, animation format conversion, nonlinear creation.

 

 

 

Features:

 

In the gaming industry: it can take a step faster, release better games, collect various animation data, form a huge action resource library, and directly apply it to our games, saving a lot of game animation production time. Flexible facial binding, combined with facial animation capture, enhances our character's expressive power.

 

In the gaming industry:

 

High compatibility action resource storage: Animcraft defines a universal animation format that can store animations such as maya, max, mmd, fbx, etc. into a unified repository. Once stored, it can be used in various DCC software.

 

 

 

Flexible action resource utilization: one click sending, importing to bipedal characters, regardless of their software, body shape, binding, bone architecture, currently supporting Maya, 3ds Max, FBX, Unreal Engine, Unity, Human IK, Blender, Cinema4D. Support rich import options such as mirroring, speed, frame rate, local, etc.

 

 

 

Quickly allowing various bindings to flow between Maya and Max: The software provides binding conversion functions for various workflows, and any Maya binding can be sent to Max as a CS binding and accurately restored back to the animation; Any pure bone FBX/BVH, or Maya binding, can be easily converted into a 3ds Max Biped binding; The binding of pure bone FBX or 3dsMax can also generate Maya's ADV/HIK binding with one click; Transformations preserve bones, weights, and animation.

 

A fast and stable game emoticon binding solution: Both Max and Maya provide a basic set of game emoticon binding tools that can comprehensively address the needs of emoticons in games. And you can directly convert the bound emoji files in Maya into max files. Control the use of iPhone for facial capture in Animcraft main software or Maya.

 

 

 

Approximate physics, computationally driven streamer system: uses non integer frame delay, Bezier curve attenuation, and simulates the effect of flowing streamers. Users can intuitively add secondary animations to character accessories or streamers, as well as standby automatic breathing animations. Supports inertia, collision detection, wind and gravity, keyframe matching, head and tail loop animation, supports Maya, Max, and secondary animation requirements for large coverage of game streamers

 

Quickly capture faces using ARKit: You can use Animcraft's face capture app to capture faces in Animcraft and Maya. The captured data can be commonly used in Animcraft's main software, Maya, and Max, and can be edited twice.

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