
WORLD’S FASTEST WORKFLOW
Til now, studios and artists could spend large portion of project timeframe to setup sophisticated characters, before shot production actually commences. Quantum Human can speed up this process by literally hundreds of times, if not completely eliminate that process.
Since Quantum Human operates natively in Maya while having batch command-line mode, it’s highly customizable to existing production pipelines, or build custom interactive applications. Users can choose which modules to use, instead of entering a whole new application that is often a black box.
VERSATILITY
Quantum Human can be used in
1) Cinematic production for high quality, customizable pipeline.
2) Interactive and gaming applications. Thanks to its full automation, batch processing, and command-line processing.
AS EASY AS 1-CLICK
With the 1-click button mode, Quantum Human has virtually zero learning curve, users can start producing shots before they even know how to setup a character.
FEATURES OVERVIEW:
innovative QNA framework to convert any mesh into production ready character
inject model topology, UV, Texture, ctrl rig, deform rig, including advanced muscle PSD and facial rig
transfer QNAEA (QNA-extension assets) onto your character
1-click or module-by-moudle “installation” workflow
all modules can be batch-processed in QBatch queue. All batch can be exported and shared. even in commandline.
easily customizable to your pipeline
user-definable QNA
multiple modes of operation: Topology, Shape, or “direct from decoder”
1) MODELLING
starts by ultra-fast human form decoder for body, face, and fingers
inject topology from QNA definitions onto your character
selective model replacement from QNA e.g. fingers, ears, eye/mouth cavities
procedural modelling history for fine tweaking, with LOD and reshape states
re-pose and mirror your model with topology intact
round-trip export to ZBrush/Mudbox for subdivision levels
coming soon – intelligent eye deformer to make your character “eye-ready”
2) RIGGING:
1-click or module-by-moudle installation workflow
all setups tweakable after automatic derivation
auto skeleton derivation, with advanced fist predictor for fingers orient
integrate your control-rig scripts and mocap rig
auto skincluster derived from QNA, with MUSH & skinchops options
auto Muscle system derived from QNA, with sliding, relaxing & collision
auto FACS-based facial setup derived from QNA, and only replace key shapes you don’t like.
coming soon – auto Pose-based-deformation setup derived from QNA
coming soon – auto skin dynamic simulation setup
3) ASSET TRANSFER:
anything can be prepared as QNAEA (QNA-extension assets)
any QNAEA can be transfered to any character
transfer character clothing and props in 1-click
transfer eyes-teeth, curve-based eyelash, brow, even body-facial hairs in 1-click
transfer long hair system in 1-click
4) PRODUCTION TOOLS:
Qcontrol UI for efficent character control. or easily integrate your own control
Qpreset for 1-click shot preparation or character auditing
1-click mocap alignment + skeleton mapping + character attachment
QtestDrive for “Vertical” batch rendering, simulation and cache export
Qtools are collection of useful tools extracted for general purpose. e.g. “TransMorph” engine
http://quantum-human.com/ABOUT
Quantum Matrix Ltd. focuses on developing cutting edge technology for future media.
Quantum Human (patent-pending) is a product of Quantum Matrix Ltd. It helps CG CFX/ animation production individuals and companies to cut down large portion of character setup cost and time for ultimate photo-realism characters, directly usable on AAA title games and movies. It’s the first system on the market to offer such capability and production readiness. It was originally an R&D project started 5 years ago and was called “Project Human”.
CONTACT
Please email to info@quantum-human.com
FAQ
Who is Quantum Human for?
At first phase, QHuman will be usable for everyone in CG industry.
At second phase, QHuman will be usable outside Maya, for multi-platform app developers, and even people without CG knowledge!
When will Quantum Human release?
We are planning to release in 2015.
How much will Quantum Human Cost?
We are still looking at the licensing models. For now, we have rough ideas on having a lite version, a pro version, and custom services.
What is the skill level required?
Anyone who has fundermental skills in Maya can easily learn QHuman. That means students can easily create realistic characters in minutes too!