Character Animation
FBX import automatically sets up full blend shape list in morph editor with animation keys
wrap deforming for attachments like eyebrows, mustaches, beards. Need a way to attach and have the underlying skin drive deformation.
direct manipulation and input for head keyframe animation like Pixar's Presto and Snappers Rig
revamp of viseme system using machine learning for much more accurate viseme, realtime speach to text, sentence and tonal analysis drives expression and lip-sync.
import/export of ASCII text file with that describes which phoneme is hitting in what frames
Animation
cuve editor with custom filtering and scripting support (coming soon)
Global setting for project frame rate (24,25,30,50,60, custom fps timelines)
Save keyframe pose as a blendshape
Collect clip options for select all or frame range input
Pose based deformation correction
Mocap
Support for takes with capture
xsens support (coming soon)
Ikinema integration
simultaneous body, face, and viseme capture (they are doing this so coming soon)
CC character
clean proper quad topology designed for correct deformation
Auto-rigging and rig adjustment
Use HIK naming convention for skeleton
Use scan data or high-poly character sculpt as morph imput
Import
Alembic, USD, possibly glTF import with full scene support
blend shape animation import with FBX import
import handled in iClone and CC, ditch 3DX
Export
Export full scene as FBX, Alembic, USD, maybe glTF if it catches on
Export as Substance instead of baking option
Export handled through iClone and CC, ditch 3DX.
Render
Pass support (depth, AO, diffuse, shadow, reflection, Object ID/matte, vector, etc)
Cryptomatte support
MUCH better control of export formats and more support for professional formats
Stereo 360 output option
Pipeline
Houdini Engine support
Keep up to date with VFX Platform specifications
Load on demand referencing
Large scene support through intelligent culling and LOD
Free Range
My IMDB
Edited
7 Years Ago by
freerange