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Character Studio 4: discreet updates its character animation software.

Computer Graphics World

| May 01, 2003 | King, Doug | COPYRIGHT 2003 PennWell Publishing Corp. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

Character Studio is a popular character animation package from Discreet, maker of 3ds max modeling and animation software. The latest iteration, Character Studio Version 4, comes with powerful enhancements including Quaternion function curves.

Users familiar with Character Studio will notice that the biped figure in Version 4 has a new look. The block-headed stick boy is gone; now the biped looks like a skeleton with a smooth, rounded head and appendages. Of course, traditionalists can select the old biped if they prefer.

There have been a few additions and improvements within the biped skeleton as well. You have a choice between two pelvis configurations, which can help with skinning. More important is the addition of forearm segmentations for more accurate arm rotation and skinning.

These helpful improvements can be considered mostly cosmetic, however, in relation to the most important enhancements in Version 4--Quaternion function curves and the Motion Mixer.

The Quaternion function curves work internally within the Workbench, essentially a motion analysis and visualization track bar. Within the Workbench you can view higher-order motion properties such as acceleration and speed and jerk, as well as the function curves for animation layers, and sub-flame animation data.

By using Quaternion function curves you are no longer limited by the Gimbal lock, and you can work more freely with intuitive and accurate function curves. All rotations are order-independent, while interpolation is "geodesic" and free of extraneous swing motion artifacts.

Setting up animation within the Workbench is simple. You can cut and paste animation from one bone to another and add a number of controllers to your character animations. This takes advantage of the powerful controller subsystems within max, which were unavailable to Character Studio in previous versions.

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