Slava Baravik’s Post

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Senior Technical Animator at Bloober Team

Hey guys, I think it's time to share what I've been cooking for the past 6 months - a major update of the Smart Layer script. New modules, new features, full support of quadrupeds, wall walking, automated leans, feet sliding fix, pelvis correction, space switching, curve filters and more. Even good mocap systems still have a little bit of annoying feet sliding. The script does the speed analysis to define steps, finds problem spots, and applies a layer to counter-animate the sliding. All happens automatically, even a huge mocap take can be fixed in seconds. (10:26) In the new version, quadrupeds are supported in "flexible mode", which allows the creation of smooth walk-in-circle and walk-by-spline animations for any custom character. Huge thanks to Gustavo Ruivinho who kindly provided animation, and Truong cg artist for the rig (01:23) There is an option to keep start/end poses "not bent", which is extremely important for game animation, to avoid ugly blends in the game engine. Keeping poses is crucial for directional starts, turns, skills, etc. Transition happens organically and without feet sliding (02:24) The transform algorithm is a unique and a very powerful feature, it allows to rotate the character in all 3 dimensions. The creation of wall walking was never so easy, here is an example of how to create a wall walk for a creature in just 4 keys. Animation by Andrei Baronov (04:01) There is an option to deal with complex trajectories. Draw any curve, press the "match from curve" button and the script will build the walk by spline. The script is also able to automatically calculate the leans according to the real-life physics formula (05:28) And of course, there is an option whether to keep the "vertical rotation" from spline or not. The direction of "verticality" is customizable (06:32) When the distance of the path changes we have to deal with the legs overextension. This can be fixed with automated pelvis correction. For example, characters at the outer radius walk longer distances and receive correction downwards. Inner characters receive correction upwards. (08:25) After the release of the first beta, I received a lot of questions about how to deal with the root motion. The new version contains a root motion extractor and a space switcher, closing 99% of what average animator needs. Supported bake to world, parent, custom, IK, AIM, snapshot (11:22) As a cherry on top, I've added curve filters. Smooth, intensity, interpolation. Written in OpenMaya API makes it work fast. Plus it supports quaternions, which allows to smooth rotations safely and avoid gimbal lock issues. (13:27) The script is available on my Gumroad page: https://lnkd.in/dU5-rCYy The update is being actively tested (so far everything is good) and as a part of the Christmas sale, a 25% discount is available in the next 96 hours, the code: x37sqyb Happy Animating and Merry Christmas everyone!

Slava Baravik

Senior Technical Animator at Bloober Team

1d

Tutorial will be soon!

Sahin Derya

Jack of all,master of some.

13h

can you make an on the fly resolution preview mode to tailor match the needed frame rate? instant pop up window on screen, choosing very quick ,going back and forth between resolutions and a slider on it to adjust texture details level. and maybe each change can be also logged in the recorded flow of captured data with a time code. I guess powerful machines could handle it maybe more than just a pre-render state. some masters always called the walking as a controlled falling, on vertical assist/adjust body and weight alignment seems to need the head as a center of gravity while going uphill, a little forward than spine's line. probably exact opposite whilst at downhill , a little back tilt could make it more natural maybe.

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Matthew B.

Game Designer, AI Programmer, Gameplay Programmer,Rapid Prototyper

11h

Is there a blender version?

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Dave Normand

Looking for new Opportunities in the field of Animation!

1d

Wow! This looks amazing! Would love to test it out! Regarding the Root Extractor, a small suggestion (if it doesn't already exist), is the ability to strategically place the Root before re-baking the skeleton. Most times, this will be the center of the world, but sometimes the artist may choose a different Root position/orientation, depending what final result makes most sense. Can't wait to get my hands on this tool.

Samson Madsen

Transforming the human experience through storytelling and experiential adventures.

1d

Looks great. What does this currently run on?

Sedra Harinandriana

CEO & Co-Founder ARENA Recruiting Madagascar 2D/3D Animator Student - passionate into Cultural and Creative Industry

1h

This is crazy 🤯

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Abdul Rahim Roni

Turn AI Into Your Advantage.

20h

Congratulations on the significant update, Slava! Your dedication to refining the Smart Layer script is evident, and it's inspiring to see how you're addressing common challenges in animation. The improvements you've introduced, especially for quadrupeds and complex trajectories, will undoubtedly enhance the workflow for many animators. Excited to see the impact of this in real projects. Happy animating!

Matthew Sackley

Freelance Senior Animator - Contact for Availability

1d

This is the closest thing to an “animate” button I’ve ever seen. Amazing looking tool!

Very impressive and quite thorough. I was waiting for gravity to be mentioned in the wall crawling section. Maybe in the next version. Well done!

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David Mattock

Animator / Motion Designer / 3D Artist / Creative Director

16h

This looks an awesome tool 👍

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