Fleshout anatomical fx service

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rray
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Fleshout anatomical fx service

Post by rray » 09 Nov 2017, 00:09

Paul Smith provides a new interesting kind of service:

He takes basic character animation from a client and runs it through a proprietary ICE based pipeline adding realistic looking procedural muscle and flesh animation to the mesh.

The output is alembic again, which means the service does not require Softimage to be run by the client.

The results speak for themselves:

Fleshout is a service to studios and artists producing work involving humans, animals or other creatures that want their creations to feel alive but that don't have muscle / anatomy specialists in house
Inquiries at paul@bustykelp.com
softimage resources section updated Jan 5th 2024

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Mathaeus
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Re: Fleshout anatomical fx service

Post by Mathaeus » 09 Nov 2017, 11:50

Nice. So if final client have complaints, line producer is able to give an answer, something like ''aha, you're asking for Flesh Out - if so, no problem, our prices are....." :). Now seriously, sounds like feasible business model, especially considering the state of Maya muscles, or price of related plugins like Ziva.
Of course it's looking great, but this is not new when it comes to author...

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Draise
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Re: Fleshout anatomical fx service

Post by Draise » 09 Nov 2017, 14:33

This is a really good idea! Outsourcing a service.

wesserbro
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Re: Fleshout anatomical fx service

Post by wesserbro » 09 Nov 2017, 15:46

wow! was planning something like this for humans only, but never finished full rig :)
just yesterday i found out about Ziva, now this.. my dream just got punched )

Bullit
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Re: Fleshout anatomical fx service

Post by Bullit » 09 Nov 2017, 18:47

Good. A service that might be necessary.

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FXDude
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Re: Fleshout anatomical fx service

Post by FXDude » 10 Nov 2017, 02:30

I presume it may have started here
Yatin5 months ago
Hi Paul Smith
We are looking for a cg horse just like this
Issue this for commercial use
Do let me know the cost for this.
In his initial horse clip (with 7k+ views :) )
https://vimeo.com/138743698

I wonder how long it takes to solve? (Paul?)

It presume it's fairly quick, because he mentions an estimate to complete a character of couple of days..
while a coulpe of days is what can involve just the solving alone (without the also typically lengthy prep work) on various solutions out there.

Nevertheless, result is truly remarkable! =p~
Last edited by FXDude on 10 Nov 2017, 02:40, edited 1 time in total.

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FXDude
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Re: Fleshout anatomical fx service

Post by FXDude » 10 Nov 2017, 02:40

More info from an other clip ::
Again, with this I had been supplied with no rig -Just a deforming mesh file as seen in the video.
Information regarding limb pose and velocities is extracted from the original animation that drives the effects on cloned subdivisions
that provide various separate layers for muscle, bone and skin velocities and combine together as a final result.

Dynamics can be dialled up or down. Here slightly exaggerated for demonstration purposes.
The skin slides over the ribs without affecting them, and the ribs do not deform with the original animation.

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FXDude
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Re: Fleshout anatomical fx service

Post by FXDude » 10 Nov 2017, 02:47

Just putting this here, :: His latest ICE tut which I missed
( 'missed' as in "just now found", and 'missed' as in "I've missed them" :) )

WaterDroplets




.. BTW I've done something more or less similar, and it was several times realtime..
I think any choppyness is due to the polygonizer, when bits to polygonize get very sparse, while having fairly high mesh resolution (for tighter wrapping)

nevertherless, always informative!

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