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Thread: Chronosculpt Review and Demonstration by Tanadrine Studios

  1. #1

    Chronosculpt Review and Demonstration by Tanadrine Studios

    In this video, I give some constructive criticism about Chronosculpt, then show how it can be used to eliminate complexity in character rigs (in any 3d application) and give you total control over deformations at the same time. Don’t think it is just a tool for “tweaking” things, it can also be used as the primary tool for deformation-based motion.

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    Axes grinder- Dongle #99
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    "the simple and easy to use interface kinda masks the sheer power..." Where have we heard that before? *cough*IKB*cough

    Thanks a ton for the explication, Chazriker, very helpful indeed. I believe you've earned a discount from LW3dG.
    They only call it 'class warfare' when we fight back.
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    Robert Ireland bobakabob's Avatar
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    Very informative and clear tour of workflow and advantages. Thanks for uploading. Looks like a great investment, I'm keeping an eye on any deals LW3DG may have in store.
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  4. #4
    I really like his review.
    I think Newtek should should add allof his request in a free upgrade rathe than try to sell ChronoSculpt 2.0
    They need to try to push CS to all of his potential customer base.

    I also think they need to compete against LIPSERVICE and match its feature set.
    Because thats what bobakabob just did to review CS...

    - Layers
    - Frame base PSD export for repetitive use in other scenes (who wants to redo the same deformation < bicep increase, character saying "o"> over and over again).
    - Audio track for soley doing facial animation

    - - - Updated - - -

    http://www.lbrush.com/

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    Axes grinder- Dongle #99
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    Possibly everyone but me understands what Chazriker meant by "layers", but I'd like to read some more exposition on that request.

    Julez: why PSD? Wouldn't FBX be more to the point?

    Audio: IMO this should receive precedence, as something that's probably not too onerous to implement and so immedieately useful to character animators, a submarket that LW3dG is anxious to woo.
    They only call it 'class warfare' when we fight back.
    Praise to Buddha! #resist
    Chard's Credo-"Documentation is PART of the Interface"
    Film the cops. Always FILM THE COPS. Use this app.

  6. #6
    Thank for the share!
    CS had been one of those "ya, but would I ever really use it?" items.
    And though I loved watching all the demos and internally drooled (which is rather hard to do) I just never could get around the idea that this was for a level of work I would never be looking at doing.
    But now... I can almost hear one of my credit cards wilting... maybe, just maybe...

  7. #7
    Axes grinder- Dongle #99
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    The more demos we see of people USING Chronosculpt the more customers will imagine new ways to use it

    Perhaps a contest for "Most Innovative Use of Chronosculpt" would chum the waters.
    They only call it 'class warfare' when we fight back.
    Praise to Buddha! #resist
    Chard's Credo-"Documentation is PART of the Interface"
    Film the cops. Always FILM THE COPS. Use this app.

  8. #8
    Registered User tyrot's Avatar
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    now that is THE REVIEW i was expecting for chrono. I think LAYER idea is great.

    Also i guess we can use chrono for all kinds of squash/stretch - animation what do you say?

    I will give it a go. I was really thinking i ll invest chrono after a client ask me to destroy something... Thanks Ryan!

  9. #9
    Adapting Artist jasonwestmas's Avatar
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    Not sure what you mean by "Layers" in this context. You can in fact layer as many morph clips on top of each other as you want. Granted there is no way to label them like Eyes, Mouth Brow etc. Glad you are liking the program, you are definitely picking up on the same strengths that I see in it. It does need some way to import audio, that would be a huge plus.

    I was also impressed with how easy it was to copy and paste the morph clips so we can reuse them for later on in the same track. But again, no way to label or easily store those clips in a bin or anything.
    Last edited by jasonwestmas; 01-07-2014 at 08:54 PM.
    All that is powerful or long standing is first conceived in the imagination; supported by the hope of possibility and then made manifest in our commitment of our current physical reality.

  10. #10
    Quote Originally Posted by tyrot View Post
    Also i guess we can use chrono for all kinds of squash/stretch - animation what do you say?

    I will give it a go. I was really thinking i ll invest chrono after a client ask me to destroy something... Thanks Ryan!
    Yep. It makes a lot of things related to organic animation that used to be work-intensive (especially in Lightwave's Layout) a trivial matter.

    Chronosculpts applications for character animation was grossly under-stated in all of the content i've seen that is currently available for it. Like shown in the video, the advantage of being able to fully animate something with with extreme efficiency and control without doing much rigging is nothing short of groundbreaking... no matter what program you're using to do 3d animation with. Think of how much time some people spend getting things to move the way they want... and how Chronosculpt can allow artists to almost bypass a large chunk of the work otherwise required to get to a usable result. Also, think about those "one-time" shots artists would typically hesitate to do because it'd be a huge waste of time rigging (or even programming!) something for that specific moment... CS almost eliminates that problem and puts one of the biggest advantages of traditional artistry into the hands of 3d animators.

    Again, CS was advertised as a tweaker's tool... which in my opinion wasn't the right approach. It is more accurate to say that it is a primary weapon in an animator's arsenal. One hour with this software convinced me that I can't continue working seriously as an artist without it... it is that good. As a side perk, people who don't own or can't afford Zbrush will find CS's modeling applications highly useful (create endomorphs faster, work on dense meshes and inject changes into modeler, etc.).

    I hate to sound fanboyish in my commentary here, but I honestly do feel CS is worth every penny. But then again, animation is practically all I do, so CS may not have quite as high a value to someone who is more into modeling and visual design.

    Quote Originally Posted by jasonwestmas View Post
    Not sure what you mean by "Layers" in this context. You can in fact layer as many morph clips on top of each other as you want.
    I mean in the context that keyframes cannot be isolated in their own keyframe space. Animators need to be able to work on a fresh, uncluttered track when layering motions. Honestly, I can wait for this functionality as the multi-mdd workflow can tide people over... audio playback needs to take priority.
    Last edited by Ryan Roye; 01-07-2014 at 09:31 PM.
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  11. #11
    Axes grinder- Dongle #99
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    Quote Originally Posted by chazriker View Post
    I mean in the context that keyframes cannot be isolated in their own keyframe space. Animators need to be able to work on a fresh, uncluttered track when layering motions. Honestly, I can wait for this functionality as the multi-mdd workflow can tide people over... audio playback needs to take priority.
    Dang dog, I'm STILL unclear as to what that means, or at least how one would implement such a feature.
    They only call it 'class warfare' when we fight back.
    Praise to Buddha! #resist
    Chard's Credo-"Documentation is PART of the Interface"
    Film the cops. Always FILM THE COPS. Use this app.

  12. #12
    Quote Originally Posted by jeric_synergy View Post
    Dang dog, I'm STILL unclear as to what that means, or at least how one would implement such a feature.
    Eric, think of Photoshop layers. You could add individual layers(and name them individually), and when you select each layer in the stack, they would contain their own keyframe data and so only those keyframes would show in the timeline. Select a different animation layer, and only that layers animation keyframes show in the timeline.

  13. #13
    Axes grinder- Dongle #99
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    Hmmm, okay, that's clearer.. so it would be more like the Anime Pro Studio timeline than the AE timeline.....

    Man, there's a LOT of ways you could go with that. For one thing, if a set of used keyframes were rather short, you could select a range, and duplicate it further down the main timeline, but in the same layer. That block could then be slid earlier or later. And of course the whole layer could be slid earlier/later (which is already implemented, I believe).

    Or layers could have 'adjustment layers', essentially multipliers, conceptually " 0.5 of this move", or "2x of this move". (Like f-curvers in SI.)
    They only call it 'class warfare' when we fight back.
    Praise to Buddha! #resist
    Chard's Credo-"Documentation is PART of the Interface"
    Film the cops. Always FILM THE COPS. Use this app.

  14. #14
    Registered User tyrot's Avatar
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    I guess layer idea really the core request so far. For example, different parts of the body or face will be controlled by the different layers (as you guys mentioned) and blending layers would be really amazing.

    So If CS comes up with something like "pose tool" in zbrush or 3dcoat... means.. if you can control and lock the translations (just like bones but without bones/rigging etc) - man you have a complete animation fixer (even creator)...

    Anyways it is really great review changed my idea about CS.

  15. #15
    Adapting Artist jasonwestmas's Avatar
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    I guess the ability to add more tracks and then be able to name each clip and track would qualify for a "starter" Layering system.
    All that is powerful or long standing is first conceived in the imagination; supported by the hope of possibility and then made manifest in our commitment of our current physical reality.

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