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mickyg Posted: June 07, 2009   Post subject: Industry Standard 3D Animation Software
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Which are the best 3d animation programs?
I need to find 5 industry standard 3D animation software for an assessment at college and I am having a bit of trouble finding them.

If anyone knows which are these computer animation programs it would be greatly appreciated.

cheers


3d artist gallery Andyba Posted: June 07, 2009   Post subject: Industry Standard 3D Animation Software
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Industry Standard 3d animation software
Or how many 3d artists like to call them - high-end animation software, click for details:
Autodesk 3ds Max - most popular 3d software on Windows platform.
Autodesk Maya - most used 3d software in Film industry.
Autodesk Softimage - by many considered to have the best 3d animation tools.
Autodesk Motion Builder - started as a motion capture data editor and now is an application dedicated to 3d character animation.
NewTek LightWave 3d - a mature and less expensive 3d animation software
Cinema 4D
SideFX Houdini
Messiah Studio
Blender 3d
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Andyba, 3d artist
skills: 3d modeling, texturing, rendering, 3d character animation, compositing
3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand


Last edited by Andyba on January 29, 2010; edited 18 times in total

johnmartyn Posted: July 15, 2009   Post subject: Re: industry standard 3D animation softwares
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mickyg wrote:
Have an assesment where i need to find 5 industry standard 3D animation software and am having a bit of trouble finding them.

if anyone knows it would be greatly appreciated.

cheers


Why you not try iKITMovie.

iKITMovie is a feature rich 3D Stop Motion Animation tool that enables users of any skill level to easily create stunning 3D animation. Whether you're a 3D newbie or an avid 3D stop motion artist, you'll find iKITMovie is the perfect tool for making unique claymation and brickfilms with virtual people, animals, props, vehicles, backgrounds and more objects. Experience total creative freedom with 2200 Sounds liberary and background music with iKITMovie and express yourself in 3D Animation like never before. to know more

3d artist gallery Andyba Posted: July 17, 2009   Post subject: Industry Standard 3D Animation Software
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Hi johnmartyn
Is iKITMovie an Animation Industry Standard? Can it be used in the production of animated movies like Shrek and Ice Age? Or may be it can be used in The creation of animated special effects for movies like Lord of The Rings and Transformers?
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Andyba, 3d artist
skills: 3d modeling, texturing, rendering, 3d character animation, compositing
3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand


Last edited by Andyba on January 23, 2010; edited 2 times in total

Greg3d Posted: October 22, 2009   Post subject: Industry Standard 3D Animation Software
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I would add blender 3d to this list. It has all the tools that the software you listed have and even more. The fact that it is free doesn't mean it is not up to the industry standard.

3d artist gallery Andyba Posted: October 22, 2009   Post subject: Blender has great 3d animation tools
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Well Greg, while I agree that Blender is a really great 3d animation software and it has amazing 3d modeling and 3d animation tools I don't know of any major 3d animation production studious that are using it. Besides there is one thing that all the industry standard 3d animation software have and Blender does not. It's custom hot keys.

If the topic was Best 3d Animation Software, I would have placed Blender first in the list. Wink
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3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand


Last edited by Andyba on January 23, 2010; edited 1 time in total

tokyo88 Posted: October 23, 2009   Post subject: Which 3d animation software should I use?
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what is the easiest 3D software to animate characters?
Is it Autodesk 3ds max ?


3d artist gallery Andyba Posted: October 29, 2009   Post subject: Which computer animation software to use?
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In my opinion it is easy to animate characters in 3ds max if you use the Character Studio Biped. But there are many other tools and applications that can be used to easily animate characters. One of these computer animation programs is the former Kaydara MotionBuilder now called Autodesk Motion Builder. Another program that has automatic skeleton creation and powerful animation tools is the former Softimage Xsi now known as Autodesk Softimage. I will write bellow in detail about all these computer animation programs.
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skills: 3d modeling, texturing, rendering, 3d character animation, compositing
3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand


Last edited by Andyba on January 23, 2010; edited 2 times in total

DDD Posted: October 30, 2009   Post subject: Messiah Studio is a great 3d animation program
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You forgot to mention Messiah it is a great 3d animation program with lots of unique animation tools that no other 3d animation package has.

3d artist gallery Andyba Posted: January 16, 2010   Post subject: Other powerful 3d animation programs
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DDD, indeed i forgot the Messiah Studio - it is a very powerful 3d animation program. I will add it to the list. I will probably add the Blender 3d to the list as well since it becomes one of the most popular computer animation applications.
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skills: 3d modeling, texturing, rendering, 3d character animation, compositing
3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand


Last edited by Andyba on January 23, 2010; edited 3 times in total

3d artist gallery Andyba Posted: January 16, 2010   Post subject: Autodesk 3ds max animation software review
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Autodesk 3ds max - This is one of the most popular if not the most popular 3d animation software in the world. The program is largely used in computer games industry and architectural visualization. 3ds max is a successor of 3d Studio for Dos. The first version of 3ds max was called 3d studio max 1 and was created by Kinetix, a division of Autodesk. 3ds max is famous for having a huge amount of plugins that enhances it's usability. The latest version of 3ds max has the following features:
  • 3d modeling in 3ds max
    • Robust Spline & 2D Modeling Tools
      • Ready-to-use 2D shapes serve as starting points for creating editable splines and spline cages to convert to any 3D geometry type.
      • Deform, lathe, sweep, normalize spline, set spline render properties, and trim/extend with spline modifiers when modeling with the modifier stack.
      • Precise spline-based curve and surface construction tools include loft, beveling, one- and two-rail sweep, filet, cap, ruled, offset, extrude, mirror, lathe, and multisided blend.
      • Directly manipulate subobject geometry with a range of modifiers, Surface CV, such as Curve CV, and surface.
      • Attach, fillet, stitch together, align, extend, detach, or rebuild surfaces with a high degree of control over parameterization and continuity.


    • Polygon Modeling Tools (Edit mesh and Edit poly)
      • Efficiently create parametric and organic shapes and objects.
      • New Graphite modeling toolset delivers more than 100 tools for advanced polygonal modeling and freeform design.
      • Ready-to-use geometry includes standard and extended primitives and architectural elements, such as doors, windows, and stairs.
      • Create compound objects using the Scatter, Connect, Booleans, ShapeMerge, Morph, BlobMesh, Terrain, and Loft operations.
      • Creation and editing tools include create, collapse, attach, bridge, flip, hinge from edge, turn, cut, split, slice, quick slice, wedge, bevel, extrude, chamfer vertex, extrude along a curve, mirror, edge loop, and edge ring.
      • Convert parametric and compound objects to base geometric types―editable mesh, poly, patch, or NURBS objects―for more detailed editing.
      • Use the polygon/tri-mesh architecture to create, edit, and texture mesh models. These models can contain color-per-vertex, mapping, and selection channels and explicit normals, all of which can be animated in the modifier stack.
      • ProBooleans enable reevaluation and optimization of mesh topology. Quickly fracture geometry into smaller chunks with the ProCutter tool.
      • Use a large range of modeling modifiers to work with geometry and subobject geometry in the modifier stack, including Projection, Edit Normals, Vertex Paint, and those that let you bend, bevel, cap holes, cross section, displace, extrude, and subdivide polygons.


    • Subdivision Surfaces & Polygon Smoothing
      • Subdivision methods include NURMS Subdivision, which produces an object similar to a NURBS object, classic which like MeshSmooth produces three- and four-sided facets, and quad output, which produces only four-sided facets.
      • TurboSmooth, MeshSmooth, Tessellate, Subdivide and HSDS modifiers increase the resolution of objects or subobjects and offer controls specific to each technology.
      • Using MeshSmooth on polygon objects controls the polygon count of the final mesh for render optimization or level of detail.

    • Polygonal 3d model Optimization Tools
      • MultiRes and Optimize can reduce the resolution of objects while maintaining important characteristics.
      • Geometry cleanup and level-of-detail tools enable scene optimization for interactive display.
      • ProOptimizer enables precise control of the number of vertices or polygons in a 3d model or 3d scene. Useful polygons are removed last, so you can reduce a selection up to 75 percent without losing any detail.


  • 3d model Texturing and Shading in 3ds max
    • Texture Assignment and Editing
      • Includes a range of creative texture and planar mapping operations, including tiling, blur, mirroring, rotate, decals, angle, spline mapping, UV relaxation, stretching, Remove Distortion, Preserve UV, and UV template image export.
      • UV Map and UV Unwrap add texture coordinate manipulation tools into any object stack.
      • Use brushes, blend modes, fill, clone, and erase to paint directly onto 3D models in the viewport to create new maps or extend existing ones.
      • Pelt mapping defines custom seams and enables you to unfold UVs according to those seams. Other UV workflow features enable you to copy and paste materials, maps, and colors and quick-map boxes, cylinders, and spheres.
      • Work in the modifier stack with texture modifiers, including Camera Map, Material Modifier, UVW mapping modifiers, UV Xform, Map Scaler, and Surface Mapper.
      • Extensive UVW mapping tools enable direct manipulation of texture mapping coordinates.
      • Use the xView Mesh Analyzer to test or query for flipped or overlapping faces, unwelded vertices, missing maps, and object and Material IDs.
      • Up to 99 UV sets for texture layering.
      • Navigate and manage all rendering-related assets in a scene with the Material Editor.
      • Access the streamlined texture workflow for a material/map browser with support for drag-and-drop assignment and hierarchies with thumbnails, and to combine an unlimited number of textures.


    • Texture Baking
      • Render to Texture functionality bakes each object’s material and lighting into new texture maps.
      • Output per element allows generation of specific characteristics, such as diffuse color, height, normal, lighting, and mental ray ambient occlusion.

    • Material Design Workflow
      • Design and edit simple-to-complex shading hierarchies with the Material Editor.
      • Material and Map Navigator displays libraries of textures, images, and image swatches.
      • Great library of 3D procedural maps includes falloff, dent, marble, particle age, cellular, noise, particle motion blur, planet, stucco, wood, smoke, and waves.

  • 3d animation in 3ds Max

    • General Animation and Keyframing
      • Animate almost any parameter in your scene with an extensive range of keyframe and procedural animation tools.
      • Auto key and set key modes allow different keyframing workflows.
      • Intuitive and fast controls for keyframing such as copy/cut and paste helps to create animations easier.
      • The ability to view and adjust the animation paths directly in the viewport.

    • 3d Character Animation with Biped
      • Character Studio is an integrated set of animation tools that offer fast and intelligent biped and crowd animation functionality.
      • Animate bipedal characters with Footstep gizmos that represent and control the placement of IK constraints for locomotion.
      • Automated bipedal and quadrupedal character skeleton creation.
      • Add external objects to the biped with Xtras via FK chains that can be attached to any point, are parentable to any biped element, and can be animated in position and rotation.
      • Retarget the existing biped character animations onto bipeds/quadrupeds of differing structures.
      • Hands and feet can roll and rotate around points other than their base pivots with the intuitive FK/IK blending and IK pivot animation.
      • Control the physical forces acting on a character with biped spline dynamics tools. These tools can calculate biped airborne trajectory, knee bend on landing, and overall balance.
      • Use the Biped clip network interface for setting up transitions between motions and defining a sequence of movements.
      • A powerful copy-and-paste system stores, shares, and retrieves poses, postures, and tracks on whole bipeds or sets of objects therein, facilitating animation blocking and hand posing.
      • Edit, analyze, and modify biped animation based on high-level criteria, such as acceleration, spikes, and noise.
      • The integrated crowd system controls biped characters or any 3ds Max object, based on intelligent behavioral interactions, like goal seeking and avoidance.
      • Use Motion Flow with the crowd system to determine the animation behaviors the crowd-driven biped can choose from.
      • Script or write behaviors as C++ plug-ins. Move between behaviors based on any scriptable or programmable criteria using cognitive controllers.
      • Apply high-level tools for asset sharing, animation layering, and nonlinear editing.

    • Character Animation with Skeletons and Inverse Kinematics
      • Use all animation tools—including Expressions, scripts, list controllers, wiring, and other animation tools with utilities specific to bones to build rigs of any structure and custom controls.
      • Create custom skeletons for characters using 3ds Max bones, IK solvers, and rigging tools.
      • Reduce animation time with four powerful plug-in IK solvers:
        • Limb is a lightweight, two-bone inverce kinematics solver optimized for fast real-time interactivity and perfect for working with character legs and arms.
        • History-independent solvers offers smooth blending between FK and IK animation and use preferred angles for more control over the positioning of affected bones.
        • History-dependent IK solvers solve within joint limits and create machine-like animation.
        • Spline, is a flexible animation system with moveable nodes, efficient animation of skeletal chains such as tails and spines, and handy twist and roll controls.

    • Mesh Skining and Animated Deformations
      • You can create animated deformations with relax, displace, ripple, wave, bend, squeeze, skew, stretch, spherify, noise, twist and freeform modifiers.
      • Animated deformers work on all geometry types, including particles and can simulate fluidic effects and add life to creatures.
      • World Space modifiers operate at the top of the modifier stack and bind objects to animated world conditions such as forces, fields, surfaces and deflections.
      • Use the Skin and Phisique modifier to achieve smooth and precise control of mesh deformation as skeletal joints move, even in complex locations like shoulders.
      • Control skin deformation using direct vertex weights, volumes of vertices defined by envelopes, or both.
      • Apply the rigid bind skinning option to animate low-polygon models, or as a diagnostic tool for regular skeleton animation.
      • Use capabilities such as weight tables, paintable weights, and saving and loading of weights for easy editing and proximity-based transfer between models.
      • Modifiers, such as Skin Wrap and Skin Morph, can drive meshes with other meshes and make precise weighting adjustments in tricky areas.

    • Animation Layers and Motion Mixer
      • The nonlinear animation mixer supports biped and 3ds Max objects. Store libraries of motions for use with the animation mixer, and apply and retarget motions to single objects, entire characters, or specific sets of objects and tracks within characters.
      • Muting and soloing capabilities offer control over each animation sequence in isolation or in the context of other animations.
      • Animate biped and 3ds Max objects in layers, so you can target tweaks on even the densest of animation data without compromising the underlying keyframes.
      • Move intelligently and smoothly between motion clips based on the clip patterns.

    • Curve and Dope Sheet editors in Track View
      • Edit animation track-by-track by instancing via copying and pasting controllers.
      • Use curves to edit keyframe animation along the timeline track by track to more easily visualize the interpolation. Use limiting, curve modifiers and curve drawing tools for editing animation curves.
      • Edit keys in groups and ranges or individually with the Dope Sheet.
      • Scale, translate and slide individual keys or groups of keys in both time and value.
      • Organize complex animation into discrete entities for easier editing with Track Sets.
      • Precisely control dense animation using soft selection falloff and Reduced Keys that maintain the integrity of the original animation.
      • View animation before and after the current frame to evaluate object motion.
      • Load sound tracks into Track View for easy synchronization with target animation.




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Andyba, 3d artist
skills: 3d modeling, texturing, rendering, 3d character animation, compositing
3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand


Last edited by Andyba on January 17, 2010; edited 8 times in total

3d artist gallery Andyba Posted: January 16, 2010   Post subject: Maya the 3d Animation program
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Autodesk Maya - 3d Animation Software
Autodesk Maya, also known simply as Maya, is a software dedicated to the development of 3D graphics, special effects and animation. It arose from the evolution of Power Animator and the merger of Alias and Wavefront, two Canadian companies dedicated to computer graphics. Later Silicon Graphics, now SGI, the software giant, absorbed Alias-Wavefront, which eventually was absorbed by Autodesk.

Maya is characterized by its power and possibilities of expansion and customization of its interface and tools'. MEL (Maya Embedded Language) is the code that forms the core of Maya, and thanks to which you can create scripts and customize the package.

The program has several tools for 3d modeling, 3d animation, render, clothing and hair simulation, dynamic, fluid simulation, etc.

Maya is also the only digital 3D animation software credited with an Oscar thanks to the enormous impact it has had in the film industry as a tool for visual effects, with a widely used due to its high scalability and customization.

History of Maya 3d animation software

Maya is the culmination of three 3D software lines: Wavefront's The Advanced Visualizer in California, Thomson Digital Image -TDI, Explore in France and Alias Power Animator in Canada.

In 1993 Wavefront purchased TDI, and in 1995 Silicon Graphics Incorporated, SGI, purchased both Alias and Wavefront, due to pressure from Microsoft's purchase of Softimage earlier that year, and combined into one working company, the development of a single source code package.

In the mid-1990s, the most popular pipeline in Hollywood films was a combination of tools: Alias Studio for modeling, Softimage for animation, and PhotoRealistic RenderMan for rendering.

This combination has been used for numerous films such as Jurassic Park, The Abyss and Terminator 2: Doomsday. The merged company is called Alias-Wavefront. Took Alias Wavefront years after the merger to release Maya. Both Alias and Wavefront were working on their next generation of software at the time of the merger.

Alias had taken a Macintosh, "Alias Sketch!", And moved it to the SGI platform and added many features to it. The codename for this project was "Maya", the Sanskrit word for "illusion."

Maya was developed in close collaboration with Walt Disney Feature Animation, during production of Dinosaur, and the GUI was all customizable as a requirement of Disney so they could establish their own GUI and workflow based on decades of experience in animation.

This had a large impact on the openness of Maya and later also helped to become the industry standard software, since many facilities implement extensive proprietary customization of software to gain competitive advantage.

It was then decided to adopt the architecture of Alias 'Maya', merged with the Wavefront code.

In the early days of development, Maya used Tcl as a scripting language. After the merger, there was debate between those who supported Sophia, Tcl and Perl.

Sophia was much faster than the others and won. However, once error checking was added, ended up being equally slow.

After his release in 1998, Alias Wavefront discontinued all previous animation-lines including Alias Power Animator, encouraging consumers to upgrade to Maya.

It succeeded in expanding its product line to take over a lot of market share, with leading visual effects companies as Industrial Light and Magic and Tippett Studio switching from Softimage to Maya for animation software .

Alias-Wavefront later renamed to Alias. In 2003 Alias was sold by SGI to the Ontario Teachers' Pension Plan and the private equity firm Accel-KKR. In October 2005, Alias was sold again, this time to Autodesk, and on the 10th of January 2006, Autodesk completed the acquisition of Alias Maya, which is now known as Autodesk Maya.

Till the release of Autodesk Maya 2010 it was available in two versions: Maya Complete ", a basic version that included the modules for 3d modeling, 3d animation, render, dynamics and particles and "Maya Unlimited" - the most advanced version, which had all the modules from "Maya Complete" plus those of Fluids, Hair, Cloth, the new nCloth etc. In 2008 the Unlimited version was priced similar to most programs of this type, but tended to be significantly more expensive earlier.

When Autodesk bought Alias in October 2005 it pledged to continue the product line. At the time of purchase what users were asking was whether Autodesk Maya was to merge with other 3D software like 3D Studio Max. A subsequent interview clarified that they would remain as separate products. The acquisition was completed on 10 January 2006. Duncan Brinsmead development chief of Alias, now working in Autodesk, has developed with other developers the "Nucleus", a particle system, aimed at the dynamics of Soft Bodies, designed as multiplatform and multisoftware, later with opportunities to integrate with 3D Studio Max.

The most important feature of Maya is that it is open to third-party software, which can completely change the appearance of Maya. Maya can be transformed into a highly customized version of the software. Apart from its power and flexibility, this aspect was why only Maya was interesting to large studios that could write lots of custom code for their production, using the development kit that was included.

Autodesk Maya 2010 is available for the following operating systems: Microsoft Windows, Linux, and Mac OS X and has the following features:
  • 3d modeling in Maya
  • 3d model Texturing and Shading in Maya
  • 3d animation in Maya

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Andyba, 3d artist
skills: 3d modeling, texturing, rendering, 3d character animation, compositing
3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand


Last edited by Andyba on January 23, 2010; edited 7 times in total

3d artist gallery Andyba Posted: January 16, 2010   Post subject: Is softimage the best 3d animation program?
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Autodesk Softimage 3d animation software

Autodesk Softimage, known as Softimage XSI before it was was purchased by Autodesk from Avid, is a professional 3D computer graphics and animation program for 3d modeling, texturing, 3d animation, dynamics simulation and rendering of 3D objects. It finds its application mainly in the film, television and post production as well as in game development.

The animation software under the Softimage brand first came to the attention of a wider public, after the virtual dinosaurs in Steven Spielberg's "Jurassic Park" were created with its help in 1993. Following the introduction of a new software architecture in 2000, the product under the brand Softimage XSI was expelled, the oprevious version was called Softimage 3D. In October 2008, the Softimage product line from Avid was acquired by Autodesk for 35 million U.S. dollars. Since then the product is called Autodesk Softimage.

Autodesk Softimage Mental Ray is used as the default rendering engine. But other renderers like 3Delight, luxrender or Indigo can be used through plug-ins, .
Studios

The following studios are using Autodesk Softimage in their production pipeline.
  • Capcom
  • Digital Domain
  • DreamWorks Animation
  • Industrial Light and Magic
  • Lionhead Studios
  • Ubisoft
  • Valve


Autodesk Softimage boasts a vast array of tools to increase the efficiency, improve the production time, and help the 3d artist get the most out of film, next-generation computer games and television pipelines.

  • 3d modeling in Softimage
    With the world's fastest subdivision surface modeler and intuitive tools that make 3D modeling feel like sculpting, Softimage's non-destructive environment lets the 3d artist focus on his art. A Gigapolygon core architecture that can push millions of subdivided polygons interactively lets the 3d artist scale any creations to unprecedented levels of detail. With Softimage, the 3d artist'll never have to wait for the 3D software to catch up to his imagination.

    Blazingly fast subdivision surface modeling
    Softimage has the world's fastest subdivision surface modeler, powered by the Gigapolygon core 3 so it is possible to work in real time at any mesh resolution. It is possible to continue to use all polygon mesh modeling tools on subdivided meshes - even animated characters - and move points directly on the subdivision surface. Enjoy working without speed, editing or geometry restrictions-Softimage can subdivide triangles, quads and n-sided polygons with all subdivision types, including mixed subdivision types for triangulated meshes.

    The Tweak Component Tool
    Tweak Component Tool is a all-in-one manipulation tool for fast and free 3d modeling. It allows to move, rotate, scale or translate points, edges and polygons - all with a single key. It is possible to also loop and range select any component or even slide any selection to exactly match its neighbour's position.

    The Softimage Gigapolygon Core 3
    The gigapolygon core in Softimage is the engine that moves millions of polygons in real-time and allows the 3d artist to non-destructively sculpt them without losing UVs, shapes, weight maps and skinning information. It offers a built-in advantage for next generation games and film pipelines that increasingly require finely sculpted, massively detailed characters and environments. The gigapolygon core allows Softimage to load this dense information into memory, reducing it in a way that retains definition so It is possible to edit it in a manageable way.

  • Animating in Softimage
    Fast, flexible animation is the heart of Softimage. Streamlined workflows make it easy to pose and keyframe highly detailed characters. the 3d artist get more keying done while watching any character in the viewports, without having to open another editor. Real-time playback means It is possible to see what the 3d artist're doing without waiting for animation previews. A clean, responsive curve editor and dopesheet make it easy to manipulate animation. Easy animation layering and mixing simplify the process of breaking animation into parts and moving it around.

    Completely non-destructive character set-up and rigging
    Softimage makes life easier by allowing modeling, texturing, and even rigging changes to take place on already rigged and animated characters without the re-construction of bones, bone weights or shape animation. Easily add new details to rigged or shape-animated characters without the hours of tedious rework, even in mixed pipelines.

    Powerful animation mixing with the Softimage Animation Mixer
    The mixer is the heart of Softimage's animation power, offering both high-level control and low-level precision. Mix anything - animation clips, composite clips, constraints, expressions, shapes, textures, etc - and even sync audio using the mixer's intuitive clip-based editing interface. Easily handle motion capture sequences using motion matching, marker placement, offsets and frequency-based transitions. Transition a walk to a run without slipping feet, or link one character's animation to another's in just a few clicks. Only Softimage can non-destructively animate, blend, offset and re-use any motion source.

    Accelerated Animation Tools
    Animation layers give the 3d artist an interactive and non-destructive way to add keyframes on top of existing animation, so It is possible to work with motion capture data without wading through highly dense FCurves. New Character Key Sets let the 3d artist easily set keyframes on predefined sets of parameters for a faster animation workflow. Updates and enhancements to the dopesheet and Fcurve editor, improve the artist's workflow across the board. Fast, flexible and intuitive, Softimage is the leading character animation solution because character animation is the heart of Autodesk Softimage.

      Animation Shape Manager
    • Dedicated environment for creating, managing, and animating a library of shapes.
    • Supports nondestructive editing of the original base shape, creating hybrid-blended shapes, or viewing shapes with additional deformers such as envelopes.
    • With the Shape Manager there is no need to create separate geometry for each shape (“morph targets”).

      Animation FCurve Editor
    • The Softimage F-Curve Editor can handle thousands of curves and keys at the same time.
    • Includes the standard F-curve manipulation tools, plus a high-level editing mode that lets you manipulate high-density curves (from motion capture, for example) using a simplified “sculpting” curve.
    • Snapshot mode lets you preserve a curve’s original shape while you’re editing it, so you don’t have to commit to your changes until you’re satisfied with the result.

      Animation Dopesheet
    • The Softimage dopesheet shows your animated sequence (or the entire scene’s animation), frame by frame, and helps you analyze its overall motion and timing.
    • Cut, copy, paste, scale, or ripple keys using one interactive tool.
    • The dopesheet is ideal for quickly blocking out and retiming animation.


    MOTOR - Motion transferring and retargeting
    MOTOR is an intelligent and dependable solution for transferring motion from one character rig to another . Preserve keyframe timing while transferring motion between character rigs of all sizes and proportions. Build reusable libraries of animation by importing and retargeting motion capture data onto arbitrary Softimage character rigs.

    Softimage Hair and Fur
    Create long, luxurious, and truly realistic hair and fur with dynamic effects-all rendered using mental ray. Softimage hair offers a range of specialized tools for creating hair, including the innovative proportional grooming tool. Use any native Softimage deformers, including lattices and curves, for precise, natural hair styling with complete control over the animation.

    Integrated Syflex Cloth
    Syflex is an incredibly fast and stable simulation engine that lets the 3d artist create a broad range of cloth and flesh effects directly within the Softimage interface. Extremely simple to learn and use, Syflex makes it easy to create digital cloth.

  • Shading and Texturing in Autodesk Softimage
    From stone and metal to skin and scales, to cartoon ink and paint, Softimage's Quick Shade technology and texturing tools help the 3d artist get the look the 3d artist want-fast. An interactive texture editor lets the 3d artist unfold UVs and place texture maps precisely. The powerful render tree and texture layer editor make it easy to build complex materials. A fully integrated customizable shaderball engine renders preview thumbnails wherever the 3d artist needs them.

    Quick Shade - Advanced Rendering Workflow
    Quick Shade technology takes the state-of-the-art Autodesk Softimage shading and texturing toolset to a new level. A generalized shaderball engine, gives the 3d artist step-by-step previews of any materials wherever the 3d artist need them, while the new material manager offers a dedicated view to create, assign, edit, and manage the materials that bring any scenes to life. Softimage's shaderball is completely customizable and fully integrated; from the render tree, to the texture layer editor, the new material manager and material panel, to the separate shaderball windows.

    Film-quality normal map generation
    Going far beyond normal maps, the Softimage "Ultimapper" tool can generate all kinds of cinematic-quality maps from arbitrarily complex models in just a few clicks, while taking full advantage of the sophisticated rendering possibilities of mental ray. Ultimapper can generate normal, ambient occlusion, difference, light, and albedo maps with an instant mental ray, DirectX, or OpenGL preview directly in the Softimage viewports.

    Rendering in Softimage
    A shared-memory architecture with the award-winning mental ray renderer built right in makes Softimage the best 3D animation package for cinematic-quality multi-pass rendering. It is possible to delve into powerful shaders in the render tree and set up breathtaking photorealistic lighting with just a few clicks. The Gigapolygon core and shared-memory architecture mean that It is possible to render more detail using less memory than in any other package. And integrated frame buffers allow the 3d artist to render a single default pass that outputs many common channels to separate files.

    Paint and Composite in Softimage
    Softimage's built-in compositor is designed to edit textures and image-based lighting in real time. Based on Avid's Matador, Media Illusion, and Elastic Reality, Softimage Illusion is a fully integrated, resolution-independent 2D paint and compositing module. With over 130 film-quality effects and more than 60 programmable brushes for 2D raster and vector painting, It is possible to use Softimage Illusion to rough out final shots, touch up any textures, morph, warp and rig images, create custom mattes and tweak the results of a multi-pass render – all without switching apps.

  • Collaborating while working in Softimage
    A successful production is a team effort, so Softimage features the industry's best collaborative environment. Delta referencing technology offers lightweight, production-level referencing so multiple artists can work on assets without getting in each other's way. Crosswalk interoperability features seamlessly transfer assets into and out of other 3D animation packages.

    Crosswalk-Bi-Directional Interoperability
    Reliable interoperability is the most important part of a mixed-tool pipeline-and that's exactly why Softimage developed Crosswalk. Crosswalk is an ongoing initiative to help seamlessly transfer Softimage content into and out of any previously established 3D pipeline. It is possible to transfer assets using the latest dotXSI and COLLADA standards, and take advantage of enhanced import/export tools to get assets in and out of Autodesk 3ds Max and Autodesk Maya pipelines. Spend less time moving any characters and more time animating them.

    Delta referencing
    Delta referencing technology is a breakthrough approach to collaborative 3D animation, offering studios the first core architecture for production-level referencing. This new lightweight referencing system allows production teams to store 3D assets, and the changes made to those assets, in external files that can be assembled dynamically to produce characters, props and environments. Artists can modify assets and then update them non-destructively, for true collaborative workflow.

  • Save time by reusing existing attributes in Softimage
    Working with multiple characters often involves tedious manual tasks that the 3d artist need to repeat for each character. Softimage saves the 3d artist time where it matters most with tools to transfer character setups and animation across rigs. GATOR transfers any surface attributes - including UVs, weight maps, skinning, and shape animation - from one character to another. MOTOR is the world's first system for moving keyframe animation across characters, regardless of their proportions or control structures.

    Iterative workflow in Softimage
    Softimage offers the best iterative workflow of any 3D package. Non-destructive tools let the 3d artist add new details to rigged or shape-animated characters whenever the 3d artist want, without tedious hours of rework. Full mental ray integration means It is possible to generate full-quality previews directly in an Softimage viewport for hassle-free client-attended review and approval sessions. And with Softimage's built-in compositor It is possible to preview the results of multi-pass renders without switching environments. Change is good.

    GATOR - property transfer that just works
    Using the Softimage Generalized Attribute Transfer Operator ("GATOR"), It is possible to easily transfer any surface properties between models, regardless of complexity or topology. It is possible to transfer any attribute-including materials, textures, weights, and shape animation-even between rigged character models. Gator can also be used to combine models, allowing completed, textured, animated models to be merged without losing important characteristics.

  • Scripting and development in Softimage
    Commitment to standard scripting languages and development tools makes Autodesk Softimage a Technical Director's dream come true. While other packages force the 3d artist to learn obscure and limited programming languages, Autodesk Softimage offers flexibility to use the best language for the job. Softimage 6 offers integrated C#, an object-oriented programming language popular with next-gen 3D game developers, and support for Python v.2.5 and .NET compliant languages.

    Programmable realtime shaders
    Softimage features comprehensive support for .FX shaders, with real-time previewing, enabling artists to work with the exact same shaders that run in the game engine.

    The completely programmable display architechture integrated in Softimage ensures precise visual correspondence between any work in Softimage and on any target platform, eliminating unnecessary revision cycles. The dedicated XGS display SDK allows nearly any custom drawing process to be added to geometry views.

    Develop custom tools for Softimage with the Integrated Tools Development Environment (TDE)
    A Technical Director's dream come true, Softimage lets the 3d artist use the best language for the job, offering integrated C#, and support for Python v.2.5 and .NET compliant languages. A Tools Development Environment (TDE) gives developers a dedicated environment for customization and plug-in development. With a completely programmable realtime shader pipeline, a dedicated framework to host custom applications, and a rendering SDK that makes it possible to integrate 3rd party renderers, Softimage is simply the most customizable 3D package available.

    A single unified development environment, the TDE allows TD's to create, manage and deploy all of their tools, plug-ins, and workgroups. The TDE contains multiple script editors, each with syntax help, breakpoints, and external debugging links. Its tree-based Add-On manager can create self-installing shaders, events, and plug-ins from development wizards, using standard scripting languages or directly in C++. Develop in the TDE and enjoy the refined workflow that Softimage artists have enjoyed for years.

    Softimage Interactive Creative Environment - ICE
    ICE is a visual programming platform that allows users to extend the capabilities of Softimage very quickly and intuitively using a node-based dataflow diagram. The ICE environment represents Softimage functionality using a collection of nodes, each with its own specific capabilities. Users can connect nodes together, visually representing the data flow, to create powerful tools and effects that can be packaged and distributed for reuse. This allows artists to create complex 3D effects and tools without scripting. ICE is powered by a parallel processing engine that uses multiple cores in a CPU, providing highly scalable performance. If a user is not obtaining a desired effect using the internal Softimage feature set, the user no longer has to wait for someone to write a plug-in or for the next version of Softimage . The user can simply open it in ICE and modify it for the desired effect.

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Andyba, 3d artist
skills: 3d modeling, texturing, rendering, 3d character animation, compositing
3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand


Last edited by Andyba on January 24, 2010; edited 7 times in total

3d artist gallery Andyba Posted: January 16, 2010   Post subject:
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Autodesk Motion Builder
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3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
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3d artist gallery Andyba Posted: January 16, 2010   Post subject:
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NewTek LightWave 3d
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3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
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3d artist gallery Andyba Posted: January 16, 2010   Post subject:
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Cinema 4D
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3d artist gallery Andyba Posted: January 16, 2010   Post subject:
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SideFX Houdini
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3d artist gallery Andyba Posted: January 23, 2010   Post subject:
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Messiah Studio 3d animation software.

Project Messiah, also known as Messiah Studio is an award-winning 3D animation and rendering software created by the pmG Worldwide. It runs on the Windows 32 and 64 bit systems. It has no 3d modeling tools and is an application totally dedicated to 3d animation and rendering.
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Andyba, 3d artist
skills: 3d modeling, texturing, rendering, 3d character animation, compositing
3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand

3d artist gallery Andyba Posted: January 23, 2010   Post subject:
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Blender 3d animation software.
Blender is a software platform, dedicated especially to the 3d modeling, 3d animation and three-dimensional graphics ingeneral. The program was initially distributed for free but without source code with a manual available for sale but subsequently became free open source software. Currently supports all versions of Windows, Mac OS X, GNU / Linux, Solaris, FreeBSD and IRIX.

It has a very unique graphical user interface, which is criticized as unintuitive as it is not based on the classical system of windows, but in turn it has significant advantages over them, such as custom configuration of the distribution of the menus and camera views.

History of Blender 3d animation software

In 1988 Ton Roosendaal co-founded the animation studio NeoGeo in Netherlands. NeoGeo quickly became the largest 3D animation studio in the Netherlands and one of the leading animation houses in Europe. NeoGeo created award-winning products winning European Corporate Video Awards 1993 and 1995 for large corporate clients such as multi-national electronics company Philips. Within NeoGeo, Ton was responsible for both art direction and internal software development. After careful research Ton decided that the current 3D tool in the NeoGeo studio was too old and cumbersome to maintain and upgrade and needed to be rewritten from scratch. In 1995 this rewrite began and was destined to become the 3D authoring software we now know as Blender. As NeoGeo continued to refine and improve Blender, Ton realized that Blender could be used as a tool for other artists outside of NeoGeo.

In 1998, Ton decided to create a new company called Not a Number (NaN) derived from NeoGeo to further market and develop Blender. The foundation of NaN was the desire to create and distribute a free 3D creation suite, that is compact and platform independent. At that time, this was a revolutionary concept as most commercial modeling programs costing thousands of dollars. NaN hoped to bring modeling and animation tool to a professional level to the public at large. The NaN's business model involved providing commercial products and services around Blender. In 1999, NaN attended its first Siggraph conference in an effort to more widely promote Blender. The first Blender Siggraph convention in 1999 was a huge success and gathered a huge interest from both the press and attendees to the convention.

On wings of a successful Siggraph in early 2000, NaN secured funding of € 4.5 million from venture capitalists. This large inflow of cash enabled NaN to rapidly expand their operations. Soon NaN boasted over 50 employees working around the world trying to improve and promote Blender. In the summer of 2000, Blender v2.0 was released. This version of Blender added the integration of a game engine to the 3D suite. At the end of 2000, the number of registered users on the website surpassed 250,000 NaN.

Unfortunately, NaN's ambitions and opportunities did not match the capabilities of the company or with the market realities of that time. This oversizing of the company led to a restructuring to create a smaller company with new funds from investors. Six months later, the first commercial product NaN, Blender Publisher was launched. This product was targeted at the emerging market of interactive media web-based 3D environments.
Blender's interface allows for high customization.

Due to disappointing sales and the ongoing difficult economic climate, new investors decided to terminate the activities of NaN. Shutdown also included discontinuing the development of Blender. While there were clearly shortcomings in the current version of Blender, with a complex internal software architecture, unfinished features and an uncommon user interface, there was always enthusiastic support from the community and customers who had purchased Blender Publisher in the past. Ton could not justify the disappearence of Blender 3d into oblivion. Since restarting a company with a sufficiently large team of developers was not feasible, in March 2002 Ton Roosendaal founded the nonprofit Blender Foundation (Blender).

The first objective of the Blender Foundation was to find a way to continue developing and promoting Blender as an open source project based on the user community. In July 2002, Ton managed to get the NaN investors a "yes" to the Blender Foundation to carry out its plan to Blender as open source. The "Free Blender" campaign sought to raise 100,000 EUR so that the Foundation could buy the rights of the source code and intellectual property of Blender as the NaN investors and subsequently release the Blender open source community. With an enthusiastic group of volunteers, among whom were several former employees of NaN, was launched the campaign "Free Blender". To the delight and surprise of everyone, the campaign reached the 100,000 EUR goal in only 7 weeks.

On Sunday, 13 October 2002, Blender was released to the world under the terms of the GNU General Public License (GPL). Blender development continues to this day driven by a team of volunteers from various parts of the world led by Blender's creator, Ton Roosendaal.
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Andyba, 3d artist
skills: 3d modeling, texturing, rendering, 3d character animation, compositing
3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand

contractkiller Posted: January 25, 2010   Post subject: Re: Industry Standard 3D Animation Software
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Greg3d wrote:
I would add blender 3d to this list. It has all the tools that the software you listed have and even more. The fact that it is free doesn't mean it is not up to the industry standard.


I disagree somewhat Greg, it may well be up to producing industry standard animation, but on the other hand it isn't as advanced nor user-friendly as other packages are, or have industry standard support. While it is free, this is not an excuse for the program's weaknesses. It is good for learning all you need to know and also creating good work. I also have great respect for Blender as I have used it for many years, but after working in the games industry I really feel it's lack quite keenly now I am using it for personal work.

UVlas Posted: January 29, 2010   Post subject:
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Contractkiller, You have definitely not seen the new user interface in Blender2.5 alpha. They have redesigned everything and added a lot of functionality.

3d artist gallery Andyba Posted: February 23, 2010   Post subject:
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Indeed Blender2.5 has custom hotkey definitions now so it will be much more popular among professionals, and is definitely worth mentioning among the high end 3d animation software.
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skills: 3d modeling, texturing, rendering, 3d character animation, compositing
3d software experience: 3ds max, Maya, Softimage XSI, Deep Paint 3d, Body Paint 3D, Wings 3D, Z Brush
2d software experience: Adobe Photoshop, Adobe After effects, Macromedia Flash, Freehand

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