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BLENDSHAPES+
BlendShapes have been around for decades, LipServices LBrush tool now has blendshapes, the idea is you attach a slider to mix in pre-sculpted delta shapes that you've sculpted pre-rig. We've updated the concept a bit - thanks to stuff we've learned on our other animation modules, you no longer have to sculpt pre-rig - you can sculpt/animate them post-rig, or even one at a time - you can sculpt and animate them right on top of each other.
As matter of fact, your Maya blendshapes/animation is automatically imported. [video] <- see the video |
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3D TEXTURE PAINT
LipServices
LBrush tool now has a high quality texture painting tool. You can paint
very highres textures inside Maya directly in your viewport, hit render
and the texture's already there (regardless of what render you're
using). We do patterns, projections, clone, erase, blur smudge, move, rotate, falloff and more. We also have support for tiled texture work flows where you have lots and lots of 2k textures. It's really handy to be able to re-pose your model while you're painting on it, or even just touch up paints you've done elsewhere.
[paint_demo1] <- watch video here
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SCULPTING
Integral
to all of it's animation and rigging features, is LipService's LBrush
sculpting tool. LBrush is a state of the art multi-resolution
subdivision surface sculpting tool. Similar to Pixologic's ZBrush and
Autodesk's Mudbox, the sculpting tool has features like stencil brushes, texture brushes, smooth, push, pull, stretch, blendshape, etc running
at speeds that blow artisan's doors off . You can also go back and
fourth between LBrush and other Maya sculpting tools while you work with
it and even import/export displacements between LBrush and ZBrush and
Mudbox. You can even import displacements from ZBrush/Mudbox.
It's icing on the cake, but we
also include real time shaders for shadows, screen space ambient
occlusion which you can toggle on and off in our display panel. [ video ]
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POSE SPACE DEFORMATION - BORN TO RIG
One of the least satisfying things to deal with in character/creature animation these days is rigging.
Studios like ILM, Weta, Sony Imageworks, and Dreamworks have all invested a great deal of effort (see links at bottom)
in creating software to help riggers make models still look good in all
poses, the reason for this is that the commercial tools have not filled
this void in any kind of useful way. We've made it friendly, fast and robust. New 'muscle memory' feature makes it easier than ever to memorize any deformation into the PSD, muscle systems, cloth, etc.
Using PSD, you actually 'train' the engine to correct your
geometry by stopping in the middle of a sequence and sculpting
corrections, at the highres subdiv level. The engine will the recognize
those joint configurations in the future and blend corrections in and
out as they are approached. (fat guy by scott wells) (arm sculpt and rig by Sudhir Verma)
[ video ] [ video ]
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CORRECTIVE SCULPT ANIMATION - FIX ANYTHING
A common wish or people
who've ever dealt with skinned characters or simulations like cloth, is
that after the all the animation or simulation has been done, they wish
they could just go in with their sculpting tools and 'fix' or
'embellish' things. Now they can.
Without disturbing the underlying animation with morphs
and blends, you can layer sculpts on top of it with tangent space
sculpting.
The correctional sculpt animation can also be used to
embellish things like cartoony exaggerations. You can use this tool in
conjunction with PSD and any other animation method.
(arm sculpt and rig by Scott Wells)
[ video ]
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FACIAL ANIMATION (Phonemes)
LipService
actually started out 15 years ago as a facial animation system. One of
the key benefits is non-linear interpolations, there's actually a spline
motion path for every vertex (even subpoly verts!). This means that your facial animations
will require far fewer targets and will actually hit them without coming
to a stop. With blendshapes, you have to over sculpt several targets
around where you are keyframing just to get it to come close. As our
sculpting tools are fully integrated, there are tons of sculpting tools
to help animators/modelers create fast shape libraries, and animate high
quality face with unprecedented speed - you can easily add new targets on the fly, while you animate. You can also rig facial motion
capture with the above PSD tools. [ video ]
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(c) 2012 Joseph Alter, Inc- All Rights Reserved
LBrush and LipService are trademarks of Joseph Alter, Inc
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* Mudbox is a trademark of Autodesk, Inc
** ZBrush is a trademark of Pixologic, Inc
*** Photoshop is a trademark of Adobe, Inc
TIP OF THE HAT/WAG OF THE FINGER :
PSD Citations from various studios :
http://scribblethink.org/Work/PSD/Related/WPSDgpu.pdf)
http://www.realtimerendering.com/blog/siggraph-2010-talks/
http://portal.acm.org/citation.cfm?id=1242165&dl=GUIDE&coll=GUIDE&CFID=93604349&\
CFTOKEN=77219144
http://www.davidcorral.com/docs/Musculo-Skeletan%20Shape%20Skinning.pdf
Corrective Sculpt Citation :
http://vimeo.com/2278045
http://www.academyart.edu/news/articles/visual-effects-society-awards-aau-alumni-outstanding-animated-character-live-motion-picture.html
http://old.siggraph.org/publications/2006cn/course11.pdf
http://www.joealter.com/lipservice/overview.htm
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