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1.1.5 Basefount Animcraft

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Basefount Animcraft
 
Basefount Animcraft

Animate Your Character

Basefount Animcraft (Abbr. AC) allows stable motion transfer between any bipedal (and quadrupedal coming soon) characters based on keyframe and controllers, regardless of the variations in the skeletal hierarchy, rigs, figures and, 3D applications.

Animations will become visible, manageable and reusable assets that accelerate your animation production.

3 Steps to Animate It

A Turn-key and Smart Solution

STEP 1

Extract animation assets from any character in a variety of DCC software to Animcraft.
Supports FBX, BVH, skeletal or control rig in 3ds Max and Maya

STEP 2

Manage, process, and preview your general assets in Animcraft 3D library

STEP3

Import animation to arbitrary characters in variety DCC applications from Animcraft.
Supports FBX, skeletal or control rig in MAX and MAYA, UE4 & Unity

Basefount Animcraft Feature Highlights

animcraft 3d preview

Preview Character and Animation in 3D Viewport

Animcraft comes with 3D viewport and tools, supports hi-res model display, animation playback, blendshape, and PBR shader preview. And it has all popular 3D formats reader, writer, and convertor. Currently, it supports MAX, FBX, SBS, BVH (and USD, HDA are coming soon).

 

animcraft retarget

Retarget Toolkit for Skeletal Mesh Character

Any skeletal mesh character (FBX/BVH) can be inspected in the 3D scene and retargeted with independent mapping tools, then the animation can be easily extracted from FBX or mocap character and stored into the smart library. Use the Merge tool to blend any character and any animation as your wish.

 

animcraft max maya integration

Maya and Max Seamless Integration

A complete set of retargeting plugins for 3ds Max and Maya plus the companion toolkit allows us smoothly export and import animation based on the controllers between Animcraft and Maya and 3ds Max. Additionally, powerful IK and automation tools make motion transfer more convenient and accurate.

 

animcraft rig converter

Rig Convertor & Pipeline Exchanger

Any Skeletal Mesh Characters like FBX/BVH or Maya Rigged Characters can be converted to 3DS Max Biped Characters. Reversely, it can generate Maya Advanced Skeleton or Human IK rig from Skeletal Mesh FBX or 3DS Max Bones characters. Any conversion keeps skin weights, animations, and keyframes.

 

unity and unreal integration

Unity & Unreal Integration

With turnkey toolset, any animation in Animcraft library can be directly sent to the characters to game engine as the animation assets, no matter what skeleton hierarchy is. Also, characters in the library can be exported as FBX and send to the engine. It now supports Unreal Engine 4 and Unity 3D.

 

smarter asset management

Smarter Assets Management

Intuitive character and animation assets management include preview, sharing, tag and search features. Deploy assets into future projects with a fast and collaberative manner. And use assets to inspire or train new staffs, build the value of your team in a long term.

START TO BUILD YOUR 3D ANIMATION ASSETS

Why Animcraft

  • More Advanced Workflow – Search, use and manage character and motion resources efficiently. Smooth teamwork follows.
  • Efficiency Is Key – Free your animators from repeated works, so that they could spend time creating beautiful animations.
  • Break the Barrier – Leave the technical hurdles to us, and let your TD/TAs focus on innovation and developments.
  • Re-create Value – Animations become valuable assets for future teams and projects. Hard-earned experiences are now tangible.

BUILD YOUR 3D ANIMATION ASSETS

Turn animations into long-term assets and fast deploy them into variety projects

Animcraft comes with smart character and motion library, character retargeting tool for importing and exporting, 3D features and real-time viewport, comprehensive formats reader, writer and converter.

animcraft collect animationCollect Animation

Export animation from everywhere
Collect your animation data arbitrarily from multiple software and any biped characters, no matter what their rigs, skeleton or figures, one-click create and upload assets with 3d preview. Currently supports Maya, 3DS Max, FBX, BVH, Mixamo.

 

animcraft use animationUse Animation

Send animation to every rig
One-click to import animation data from Animcraft to your bipedal character in various software and platforms, no matter what type of rigs, skeleton or figures. Supports arbitrary Maya rigs, 3ds Max Biped/CS/Bones, Skeletal Mesh (FBX), UE4, Unity and Human IK at the moment.

 

animcraft retargetingRetargeting

Comprehensive Motion Transfer Tools
Animcraft has a full set of sophisticated retargeting toolsets, from independent versions to plugins, build for mapping variety types of biped and quadruped characters and rigs, Template feature allows us to reuse the mapping data once mapping a type of character. Now it supports Maya, 3ds Max, Unreal, Unity, Human IK.

 

animcraft visualizationVisualization

3D Viewport and GIF Renderer
Inspect your characters and animations in PBR-enabled 3D viewport with animation playback and timeline control. Besides, render GIF cover for your asset in real-time without opening any other DCC applications.

 

INDUSTRIAL STANDARD

Support popular DCC software and follow industrial standards. Seamless integration to your current pipeline.

Infrastructure

Versatile 3D Inspectors and Tools
Inspect skeleton structure, bone attributes and scene elements in 3D character editor. Manipulate and retarget the bones with build-in mapping tools. Extract motions from animated FBX or BVH. Support popular 3D format conversion like FBX BVH, GLTF etc.

 

animcraft game engineGame Engine

Unity and Unreal Engine Integration
With turnkey toolset, any animation in Animcraft library can be directly sent to the characters to game engine as the animation assets, no matter what skeleton hierarchy is. Also, characters in the library can be exported as FBX and send to the engine. It now supports Unreal Engine 4 and Unity 3D.

 

animcraft 3ds max integration3DS Max Integration

Full toolkit for working with Biped, CAT, Bones
Biped, CAT, and Bones are all able to be retargeted and imported/exported between 3ds Max and Animcraft. Rig converter can transform every other rigs and animation into 3ds Max Biped for game development. For your best experience, all tools are written in Max API instead of scripts.

 

animcraft mayaMaya Engaged

Rigged Character Motion Transfer & Human IK
A full bunch of retargeting plugins and UIs for Maya plus the companion scripts allow us smoothly export and import animation based on the controllers and keyframes between Animcraft and Maya. Additionally, powerful IK and automation tools make motion transfer more convenient and accurate.

 

Upgrade your workflow, Today

animcraft revaluationRevaluation

Resource Management Kit
All mapped character and animation can be arbitrarily merged together, we can export the merged skeletal mesh to FBX or send them into DCC applications. Also, we can do some little fix on these animated characters and fix animation flaws before exporting.

 

animcraft rig converterRig Tools

Convert and generate variety rigs
Any Skeletal Mesh Characters like FBX/BVH or Maya Rigged Characters can be converted to 3DS Max Biped Characters. Or it can generate Maya Advanced Skeleton or Human IK rig from Skeletal Mesh FBX or 3DS Max Bones characters. All conversion keeps skin weights and animation.

 

animcraft asset importAssets Import Toolkit

It is crucial to extract assets accurately and efficiently from your massive data to the library. We dedicated provide plenty of tools for this upload job, from 3D format readers to background batch tools, task managers, plugins and scripts.

 

animcraft mocapMocap Data Extraction

Any motion capture skeletal character (FBX/BVH) can be inspected in the 3D scene and retargeted with build-in mapping tools, then the motion can be easily extracted from it and stored into the smart library. Mange and deploy them in future productions.

 

animcraft mergerAnimation Merger and Editor

Intuitive character and animation assets management include preview, sharing, tag, and search features. Deploy assets into future projects in a fast and collaborative manner. And use assets to inspire or train new staff, build the value of your team in the long term.

 

 

 

Operation System

  • Windows 7 64bit
  • Windows 8 64bit
  • Windows 10 64bit
  • Linux (coming soon)
  • MacOS (coming soon)

Autodesk Maya

  • Maya 2016
  • Maya 2017
  • Maya 2018
  • Maya 2019
  • Maya 2020
  • (3ds Max 2021 Coming Soon)

Autodesk 3ds Max

  • 3ds Max 2016
  • 3ds Max 2017
  • 3ds Max 2018
  • 3ds Max 2019
  • 3ds Max 2020
  • (3ds Max 2021 Coming Soon)

Blender

  • 2.81
  • 2.82
  • 2.83

Cinema 4D

  • R20
  • R21
  • R22

Unreal Engine

  • Unreal Engine 4.23
  • Unreal Engine 4.24
  • Unreal Engine 4.25
  • Unreal Engine 4.26

Unity 3D

  • Unity 2017
  • Unity 2018
  • Unity 2019
  • Unity 2020

Version 1.1.5

Release Date: 2-8-2021

What’s new?

  • Improved 3D viewport and experience.
  • Fuzzy selection by mouse pointer with some pixel.
  • More precise manipulator
  • Marquee selection tool in scene editor
  • Outliner hierarchy display
  • More accurate attribute in channel boxes.
  • Better experience for mouse and keyboard layout
  • Tags Feature Rewrite
  • The new Tag module has its own database now.
  • It will be much faster than before.
  • Fixed around 50 bugs
  • Make it more stable and smooth.

Coming Soon
Basefount has been working very hard on Version 2.0 recently and it will be coming in early April 2021.


Version 1.1.4 – 1-12-2001

Improved and finished physical simulation toolkit

In Animcraft 1.1, we brought NVIDIA PhysX based physical simulation module in beta. And this time all UI, simulation workflow, and playback tools have been completed. You can now simulate some parts of the character and save the result as FBX.

  • Physical simulation setup indicator in 3d viewport, dynamic parts, collision parts, and global parameters setup UI.
  • Simulate start from a specific bone and chain.
  • Simulate end and prevent subtree from simulating.
  • Combine some dynamic parts to stimulate them like a whole rigid body.
  • Collision capsule adding and editing.
  • Servo Force Drive in dynamic joints.

Better Spine Palm Retargeting

Using the bone chain, average plane and swing aim constrain algorithm. Animcraft now has more detailed arbitrary vertebra number spine bone retargeting, which made Animcraft on a par with Human IK in this area.

Read More

Palm Bone Constrain

There is some very subtle hand animation on palm bones. From Animcraft 1.1.4 we’ll bring it into the retargeting system. Then you can make the animation with palm rotations on the character’s hands. Read More. Additionally, these features can be applied to any characters in 3ds Max, Maya, and FBX.

Read More

Enhanced 3D viewport

  • Camera animation supported.
  • Self-illuminated shader supported.

More Productivity Batch Tools

  • Batch render as a folder
  • Batch merge and export FBXs (Usually used to import UE)
  • 3ds Max Batch FBX to Biped Rig

Bridge Plugins Upgrade

The APIs in Max 2021 and UE 4.26 have changed to Python 3 binding, after some refractory and adjusting, Animcraft supports them in this version.

  • Support Unreal Engine 4.26
  • Support 3ds Max 2021

Upgraded Resource Library

As a sub-system of Animcraft, the resource library will be upgraded each time when new release. This time it brings the new features including:

  • Manage arbitrary resources by creating slots and put contents into the packages, then you can set cover image and slideshow for each resource.
  • Support PSD direct preview.
  • An easier and faster Resources path setup experience
  • More Sorting methods are added.
  • Image anti-alias bug fixed. Many issues resolved.
  • Resource package and slideshow.

New Animation resources

Around 300 new animation clips come along with the new version, all of them has copyright and can be used unlimited and freely including commercial purpose.

Version 1.1.2

  • Fixed 150+ bugs
  • Precise arbitrary Spine Retargeting (Beta). To be released next version.
  • GUP Based Blendshape with arbitrary number of target mesh (upgrade in threejs source code)

Version 1.1.1

Release Date: 10-29-2020

What’s New

The Animcraft 1.1 brings the new features in animation tools and improvements in user experience. While improving the features and refining workflows for existing tools. we have further expanded the toolset to include editing for FBX animation. Scene Editor, BridgeIK Rig, Animation Layer, Time and Keyframes Control now work together to enable character rigging and animation editing.

In this release, we have added support for another 3 animation platforms, which include Maxon Cinema 4D Blender and MMD. Animcraft can now work with most of popular software in the industry.

Animation and Scene Editor

Using the new scene editor, you can now load character with motions and author the data in the scene, then, send the result animation to any character in DCC software and game engines, or export it as FBX.

Animation Layer and Animation Concatnation Upgrade

We integrated the animation concatnation feature into the scene editor for creating the animation layer, and users can edit and add key frame based on it. This can be used to modify some animation in original FBX.

Time Control

With the time control tools you can now edit the animation much easier, Features include a new time slider, time block, frame rate, key frames control, and related UI in scene editor.

BridgeIK Rig System

BridgeIK is an FK/IK controller-based fully functional rig system, it can be automatically built from an animated character, then you can edit the animation with the rig and keyframe control.

History Undo Queue

Both in mapping window and scene editor, you can now use Ctrl+Z to undo the operations.

Viewport Navigation Upgrade

There are also improvements to several aspects of 3d viewport such as xray joint tool, TRS manipulator, Focus and Zoom-in, the overall user experience has been improved a lot.

6 Extra Import Animation Features

The new release enable users to utilize animation data with more parameters. You can now easily change the animation speed, frame rate, cycle number, also reverse, mirror, in-place the animations.

Partial Animation Import

A visual guided partial animation import tool can be quite useful if you only want to assign animation to some choosen parts of a character.

PhysX Based Dynamic Simulation (Beta)

The new PhysX based dynamic simulation system enables user to calculate the physical movement of character accessories.

Character Weapon Mapping Tools

We’ve added the weapon part into the mapping window, you can now map and retarget weapon and store the weapon animation into the library.

MMD Support (Need 3rd-Party Plugin)

The integration of MMD format allow users to drag and drop any PMD and PMX characters and animations into the 3D viewport and import them into the library. (3rd-party plugin is required, see document)

Blendshape Support

With the MMD support, the blendshape infrastructure are also added into the new release, the MMD facial animation now can be inspected as well.

Blender Support

Now Animcraft entirely supports Blender, users can import the animations to a Blender rigged character with the retarget features.

Cinema 4D Support

The Cinema4D support enables you to import animations from the library to a rigged character inCinema4D too.

Real-time Body and Finger Pose Library

this new release brings a real-time and intuitive body and finger pose library. You can quickly back and forth input and output the pose data between character and library.

Better FBX and Mapping Tools

Our FBX and mapping control tools are improved to enable even more precise and intuitive user experience.

a. Improved mapping and std-pose template

b. Record more bones in torso and shoulder to enable more precise control

Polished FBX and GLTF Importer

Our 3d viewport now is able to load almost all different FBX files which were exported from all different DCC software, also work with the GLTF from sketchfab.com. And this will be continued to upgrad in the later releases.

Resource Library Privilege Manage

New breed library structure allows you to define the user priviledge and control the library accessibility. With SQLite caching and privilege mangement, you can now easily achieve smooth team works without deploying, maintaincing and upgrading local servers and database.

Multimedia Library

Users can now import any videos and images (include GIF) into the new multimedia library, for quick referencing and sharing them within a team.

Basefount Animcraft Tutorials #gettingstarted

Basefount Animcraft is a new animation sharing and editing 3d software.  These 3 tutorials will help you get started using Animcraft in either 3ds Max or Maya.

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