The month of January has been devoted to optimizing ART and trying to get it as fast as possible. We've decreased the time to evaluate a frame by a factor of two or so, and it can get faster then that. We're also looking very closely at CUDA acceleration now.
I know we've gone dark for a while...that's because we've been working on getting the ART alpha out. And now it is! There's still lots of work to be done, but this was an important milestone for us. Expect to see some new videos soon.
Hi ART backers!
I've been spending a lot of the last week or so working on the manual for ART. We're really close to an alpha release, squashing a bunch of evaluation errors and implementing UI. All the features I've been using for our rigs are really stable and reliable now.
We'll have an update soon, announcing the alpha release.
We're chugging ahead on the alpha. In the meantime, I wanted to show you some new videos we've put up!http://youtu.be/C2TMxvtK0Fc
Thanks again for all your contributions to ART! We’ve had to take a little time off from ART development to do some production work, and prepare TSMGame and TSM3 for release. But now we’re getting back to the alpha version.
Right now we’re working on building a good interface for the pose-space deformer. Basically, it lets you define a pose-space from any set of attributes, and then build a set of poses for that space. Just like a blend shape, the sculpt for each pose is a mesh in the scene that you can edit with any of Maya’s tools (as long as you don’t mess up the point order).
Because we’re building a true pose-space deformer, the pose-space isn’t limited to being defined by joint rotation (or in our case, curve tangents at the joint). You can put any arbitrary set of attributes in the pose space, making it extremely flexible—you can, for instance, use it with facial controls to have a wrinkle appear when the controls are in a specific configuration.
Thanks again! We’ll keep all of you updated as things progress.