• New HumanIK character – setup tools improve your HumanIK character workflow. These tools are designed to build on the existing HIK retargeting workflows, and add new features for keyframers, such as keying groups and rig synchronization. These include the Characterization Tool – which provides character animators with an improved, more visual tool for mapping and defining the structure of HumanIK characters and the Character Controls window – this gives you a visual interface for interacting with the FK and IK effectors on your Control rigs.
• ICE Interoperability - gives you a one-click interoperability workflow that lets you transfer data between Maya and Softimage. ICE interoperability for Maya lets you take advantage of the ICE (Interactive Creative Environment) to create effects for your Maya scenes.
• New Liquid attributes – let you generate fluid effects that look and behave like real liquids. These include Liquid Min Density - specifies the density value at which the solver differentiates between liquid and air when the Liquid and Air simulation method is used, Liquid Mist Fall - applies a downward force to areas in the fluid that have density lower than the value specified by the Liquid Min Density attribute, Mass Range - defines the relationship between mass and fluid density when the Density Based Mass simulation method is used and several others.
• Rigidity and Deform Resistance – can now be applied to the individual polygon shells that make up your nCloth mesh. When meshes made from individual polygon shells are converted to nCloth, a new Use Polygon Shell attribute enables Rigidity and Deform Resistance on each shell.
• Local Force and Local Wind – attributes let you apply gravity and wind to individual nCloth objects. These forces are applied locally and do not affect other Nucleus objects that are assigned to the same solver. These Local Force and Local Wind attributes let you apply gravity and wind to individual nParticle objects as well.
• Viewport 2.0 – features include improved support for most parts of Maya, for example, manipulators, tools, shapes, and nodes. Two new performance options are provided: The Vertex Animation Cache option provides more interactive scrubbing of your animation, and the Thread Dependency Graph Evaluation option provides better performance by evaluating separate characters in separate threads.









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