Beta coming out @ end of month and perpetual licensing
Happy Days!
Great Price Too!
Could someone please try to explain what this probably will mean as to initial functionality?Even though akeytsu will eventually be targeted for the global animation industry, the first version of the software is dedicated to the video games market.
Beside noticeable difference to number of tools, already present in 'long range space cruisers' like SI or Maya. Actually I can imagine only one, but huge difference. That is, camera. TV or movies, this is always an animation for very exact camera and shot, usually short shot of few seconds. For games, camera is not exactly defined, 'shot' could take a long time. So, pretty much different animations - thing like long walk cycle, somehow belongs to games.Hirazi Blue wrote:On their website they state the followingCould someone please try to explain what this probably will mean as to initial functionality?Even though akeytsu will eventually be targeted for the global animation industry, the first version of the software is dedicated to the video games market.
;)
Complexity of rig belongs to "noticeable difference to number of tools, already present in 'long range space cruisers' like SI or Maya''. Their demo character has some parts very well tessellated, so I'd believe, playback is not a problem.Hirazi Blue wrote:Thanks. This proves rather conclusively, that I shouldn't rely on 10 year old knowledge.
Resulting in outdated notions that the main problems with game assets were poly count and rig complexity IIRC.
(
It would probably mean that the kind of animation targetted is all bone-based, and anything that would run in in a game.Hirazi Blue wrote:On their website they state the followingCould someone please try to explain what this probably will mean as to initial functionality?Even though akeytsu will eventually be targeted for the global animation industry, the first version of the software is dedicated to the video games market.
;)