Animate like it's 1999, or leverage Full Body Dynamics to automate the vast majority of overlapping animation that even respond to changes in environment and interacts with other characters.
Animate each individual strand, respond to the overall motion of the body and take care not to intersect. Or, animate with physically accurate hair in real-time.
Imagine what cloth will eventually look like weeks after you’re finished animating, or work with it directly as you animate.
Suffer the performance impact of corrective blendshapes and pray that the subsequent muscle simulation won’t mess up the silhouette of your finished animation. Or, work with muscles directly as you animate.
Multi-threaded C++ library running @ 0-5 ms/frame, from a single box to a full character with skeleton, hair, cloth and muscles.
Simulate anything from anatomically correct skeletons to complex mechanical contraptions.
Point, Orient and Parent constraints; just like regular Maya constraints, except physical!
Play forwards and backwards without ever having to worry about returning to frame 1.
Suck on that, nCloth!
Push, Pull and Turbulence for perfect integration into any environment.
Balance animation and physics with life-like control over “virtual muscles”.
Precise control over the angle each limb or chain can attain.
Trust that every playthrough is identical to the last, even across different machines.
Precise integration into your pipeline with a first-class API, built on-top of the Maya Python API 2.0 for optimal performance.
Over a decade of working with Academy award-winning character animation studios, from storyboarding, rigging, animation to simulation along with custom software for dozens and dozens of film, TV and games studios across the globe.