Animcraft 5.0 Officially released! The new version has brought a series of significant updates, committed to improving the efficiency and quality of the animation production process. Animcraft video capture not only eliminates cumbersome equipment and venue requirements to achieve high-precision single camera unlabeled video capture, but also features support for high-speed computing based on GPU local computing power, without queuing, and can handle videos of any length and size, greatly optimizing the experience. In addition, there is a complete set of fixed foot, full body IK, non-linear editing, redirection, and other functions, bringing you a complete video motion capture solution. Maya users can enjoy optimized and mapping free animation import and export functions, which can achieve seamless animation import and export redirection with Adv binding.

We have also upgraded Maya's advanced expression binding, providing more flexible and accurate eye and mouth edge weight algorithms. For users of 3ds Max, we have introduced a real-time facial capture feature that supports Apple cameras to capture and apply facial expressions in real-time. At the same time, advanced facial expression binding has added custom controllers and bone point functions, providing you with more personalized and refined animation effects. For users who use both 3ds Max and Maya, we have specially added a one click conversion function, making it more convenient to switch Animcraft's expression binding between different software, achieving seamless integration. The Metahuman editing tool has also brought a comprehensive upgrade, supporting real-time image preview and batch image expression, improving work efficiency. In addition, we are compatible with the new version of the RBF modification tool, which supports writing model point data, skin data, and blendshape into DNA files, providing you with more comprehensive production support.


 

Animcraft video motion capture

The brand new Animcraft video motion capture function does not require multiple cameras or specific venues, only a video can be activated, and combined with AI to achieve posture recognition. Support local computing power, including GPU acceleration, to improve recognition speed. Users can also perform visual foot time editing, manually adjust smoothing parameters, obtain the best results, and easily import the results to any software and bound characters,



 


1. No need to upload to the cloud or queue for calculation, local computing power can be directly called for calculation (supporting GPU for CUDA acceleration).

2. Supports monocular video capture, currently only supporting single person (currently not supporting multiple people).

3. Suitable for any video format, length, and size.

4. The independently developed anti shake and fixed foot algorithms enable higher accuracy in capturing results.

5. The self-developed Full Body IK makes the feet and hips more natural in many situations.

6. The results can be imported into any binding with just one click, including Adv binding, Biped binding, and any FBX skeleton.

7. Provide visual fixed foot time function, which can be edited and recalculated (including toe and ankle).

8. Support manual adjustment of smoothing parameters for optimal results.

9. GPU acceleration can significantly improve recognition speed

CPU speed: 3.5 seconds per frame (i7-8700) GPU speed: 0.4 seconds per frame (RTX-3060) (≈ 9 times)

Note: Users with an AC license can receive hundreds of minutes of free animal capture time throughout the year! For more billing standards and options, please refer to our purchase page.

3ds Max real-time facial capture

Real time facial capture technology in 3ds Max allows users to use Apple cameras to capture facial expressions and apply them instantly to virtual characters or models. This technology generates universal facial animations based on captured facial data, allowing virtual characters to dynamically change based on the user's actual facial expressions.




1. Facial tracking and capture: Capturing user facial expression data through Apple cameras for facial tracking and key point detection.

2. Data processing and cleaning: Process and clean the captured facial data, remove noise, and extract key facial expression information.

3. Facial animation generation: Based on the cleaned facial data, generate a universal facial animation and store it in AC's expression library for later use. 4. Real time application: Apply the generated facial animation to other virtual characters stored in AC.

No need for Mapping, direct universal animation guidance (Maya animation import and export optimization)



Important optimizations have been made for importing and exporting animations, and now there is no need for tedious mapping. Adv binding allows for direct, seamless, and zero operation import and export of animations, greatly improving work efficiency.



Adv binding can import and export animations without the need for mapping, accelerating the workflow.

One click conversion of 3ds Max Animcraft emoticons to Maya

This update enables complete interoperability of expression binding. Previously, only Animcraft expression binding in Maya could be transferred to 3ds Max, but now Animcraft expression binding in 3ds Max can also be directly converted in Maya. This means that whether from Max to Maya or from Maya to Max, you can achieve easy and smooth expression binding conversion.




Fully interoperable expression binding has been achieved: Max to Maya, Maya to Max.

Maya Metahuman editing tool update

The speed of batch mirroring expressions has been optimized, and compatibility with the new version of RBF shaping tool has been added. In addition, the model data can also be written into DNA files to provide more comprehensive support for production.




1. Rewrite and update emoticons for faster speed. After modification, you can directly mirror and view the effect without the need to update the next emoticon after each save.

2. Batch mirror expression speed optimization.


3. Compatible with the new version of RBF modification tools.

4. Support writing model point data, skin data, and blendshape into DNA files.

Maya Advanced Emotion Binding Upgrade

For the weight algorithm around the eyes, it is now possible to automatically allocate bone positions based on the topology of the model and achieve automated weight allocation, which can better adapt to the characteristics of different models and improve the quality and efficiency of animation. For the weights around the mouth, the algorithm has also been upgraded to more accurately split according to the topology, making the animation effect of the mouth more realistic and smooth.




1. The eye peripheral weight algorithm has been updated, allowing for bone position allocation and automated weight allocation based on the topology structure.

2. The weight around the mouth can be split based on the topology structure, and the algorithm upgrade will result in more accurate splitting.

Max Advanced Facial Expression Binding Function Update Users can now adjust and add expressions according to personal needs through the newly added custom expression controller, achieving more personalized expression control. In addition, the newly added custom bone point feature makes it easier for users to control specific parts of the model, thereby creating more detailed animation effects. These custom bone points can be bound to user-defined controllers to achieve interactive control over model deformation.




1. Custom emoji controller, which can adjust and add emojis according to personal needs.

2. Customized bone point function makes it easier to control specific parts of the model, improve animation effects, and can be bound to custom controllers to achieve interactive control of model deformation.


3DsMax K Maya Feature Upgrade

This update has optimized keyframes, solving the previous limitation of only supporting frame by frame operations. Now, users can directly import keyframes, thereby improving the efficiency and flexibility of animation production. In addition, an independent IK FK control function has been added, allowing users to more accurately control the actions and postures of their characters.




1. Keyframe optimization, all controllers support keyframe import and export.

2. Individual control of IK FK.