Introduction
Animcraft (AC) (trademark: Animation Aircraft Carrier) is a software for sharing and efficiency of character animation. The main function is to allow any bipedal or quadruped character animation to be stably transmitted to the controller according to keyframes between different bones, bindings, body shapes, and software. The goal is to turn animation into a permanent asset, hoard and manage it for reuse and efficient production.
In Animcraft 4.0, the main window animation editing function has been comprehensively optimized and upgraded, with more powerful editing functions and richer application scenarios. In addition, a real-time preview function has been introduced, which allows for real-time viewing of animation effects during the editing process, ensuring higher quality animation output.
Its core enables the animation of any bipedal or quadruped character to be stably transmitted to the controller according to keyframes between different bones, bindings, body shapes, and software, thus turning the animation into a permanent asset hoarding and management for reuse, efficient production, or reference training.
At the same time, it also has many auxiliary animation functions, such as animation storage and management, format conversion, game engine, 3D software interface and plugins, to improve the efficiency of your animation production, clear obstacles, and revitalize and inherit your company's action assets.
1. Start hoarding your 3D animation resources
Turn animation into a permanent asset and quickly apply it to various projects. Animcraft contains an intelligent character and animation resource library, as well as a complete set of inbound and outbound redirection tools, 3D functions and real-time preview windows, as well as a rich underlying construction and converter for format direct reading
Animation collection:arbitrary action resource collection
One click resource storage, from any software, any character, any binding, any bone structure, automatic animation generation, one click upload, 3D preview generation, currently supporting Maya, 3dsMax, Mixamo, FBX, BVH, Max formats
Utilizing Animation:Arbitrary action resource utilization
One click send, freely import to any software, any character, any binding, any bone architecture, currently supports Maya, 3ds Max, pure bones, UnrealEngine (4.21 above), Unity, Human IK
Bone Retargeting:A comprehensive and stable animation delivery tool set
There are a total of 4 sets of retargeting panels for bipedal and quadruped characters. Whether running independently or in various software, various corresponding character skeletons can be mapped and coexist as templates. Once retargeted once, it can be reused in other software, such as Maya, 3ds Max, Unity, HumanIK
Visualization:3D Viewer and GIF Renderer
The real-time 3D window supports high-precision character and various workflow PBR material displays, coupled with the range and speed control of the character animation player, making it easy to preview various game characters and actions. In addition, we can also directly render sequence diagrams and generate GIFs in the 3D window, without the need for other 3D software.
2. Follow industry standards
Our team has developed interfaces for various mainstream 3D software. Adhere to mainstream industry standards and will not allow users to change any existing workflow
infrastructure:3D scene description file, editor, and viewer
The software comes with a 3D scene viewer, animation playback tool (for previewing and extracting actions), bone attribute viewer, and Retargeting panel, which includes a complete set of tools for manipulating 3D characters, facilitating the import and export of animations and characters. There are also many format conversion functions, including FBX, BVH, GLTF, etc
Engine:Unity and Unreal animation interfaces
Select any Skeletal Mesh in UE4, and then select an Animcraft action to send the puzzle action to UE4 in one click. This action can be easily added to the character animation blueprint or Sequencer, accelerating the production progress (now supporting Unity) or directly sending characters. We can quickly build a batch of UE4 cluster characters
3ds Max:Full set of Biped, CAT, Bones toolsets
We provide a complete set of redirection and animation tools for 3DS MAX that support Biped, CAT, and Bones. Then MAX users can also experience the convenience of binding and converting. Any pure bone FBX or Maya binding can be easily converted into a Biped binding, while preserving bone weights and actions. In addition, in order to improve efficiency, we have abandoned Maxscripts and written them all using the C++interface
Maya interface:Unprecedented controller animations are transmitted to each other, compatible with Human IK
The software provides a complete set of independently developed Maya controller and keyframe based bipedal and quadruped redirection tool plugins, which can smoothly import animations from Animcraft to any Maya bound character controller instead of bones, and leave keyframes. Our exclusive IK and Spline core technologies also make the guiding actions more accurate