This page provides information about the Anima Alive link between Anima Designer and Anima plugins.
The back-and-forth workflow is over!
As Anima Designer is an external standalone application without render capabilities, the user must import the 3D environments that need to be populated and then bring back the simulations made with Anima into the main 3D app.
This back-and-forth process takes time, resources, and it is prone to the errors typically associated with the import/export processes (issues like unit consideration, object exportability, compatible file formats availability, etc). But above all that, it forces Anima to rely on external exporters along with its own bugs and issues that we don’t have the chance to fix. We decided to create Anima Alive to solve all those issues.
Anima Alive uses an innovative technology that establishes a direct link between your 3D application and Anima allowing a smooth and seamless workflow. With it, you can focus on the work at hand, refining your animations progressively as many times as you want, without taking care of any kind of export/import process because Anima Alive takes care of everything automagically.
The Anima Alive technology uses an advanced IPC connection between Anima and its plugins (3ds Max and Cinema 4D) to enable its new and highly efficient back-and-forth workflow.
Using Anima Alive you can synchronize:
- Scenes: As soon as you save your scene in Anima, Anima Alive will update the scene in your 3D app.
- Collision Backgrounds: Select a list of objects from your 3D scene and send them to Anima with one single click.
- Cameras: Visualize the scene directly inside Anima from the same cameras that you have in your 3D app (static and animated), updated in real-time!
One more thing that is possible thanks to Anima Alive is the Anima Drop panel. This panel is accessed directly from the 3D application and it enables access to all the non-simulated types of actors (4D people, Posed, and Ambient), so you can drop them into your 3D scene directly, without even opening Anima Designer.
In Unreal Engine, only the Anima Drop feature from Anima Alive is supported, but we plan to add all the other ones in the near future.
Workflow with Anima Alive
Until now, you had to export and import several times while working on an Anima project. Every time you had to update a geometry used as Collision Background in Anima, you had to export a new FBX from your 3D application and import it again in Anima. And this is something that actually happens several times in the development of a project for multiple reasons. Furthermore, it can represent a considerable slice of the artist’s time and also a considerable extra disk space to manage all the different versions for each update, especially in big projects.
That is one of the main reasons why we developed the Anima Alive technology, to achieve an easier and more efficient artist workflow. Let’s see now how this connection works.
The video tutorials included in this article were made using an older version of Anima (3.5), but the workflow shown is exactly the same in Anima 6.
Connecting the Anima Alive link
The first step to start an Anima Alive connection is to open Anima and your 3D application. If we only have one of both applications opened (either Anima or 3ds Max/Cinema 4D), the Anima Alive connection will stay disabled (see state A in the image).
After that, as soon as we have any project loaded in Anima or in the 3D app, the Anima Alive button can change to the following states:
- Connected, not synchronized (state B)
It means Anima Designer and the plugin are connected but there is no project loaded Anima Designer (default scene) or 3dsMax. A click in this state will start the synch. - Connected, not synchronized (state C)
It means Anima Designer and the plugin are connected and there is a project loaded in both Anima Designer and 3ds Max. A click in this state will send to 3ds Max the same scenes loaded in the Anima Designer. - Already synchronized (state D)
It means Anima Designer and the plugin are connected and the same Anima project is loaded 3ds Max, and all the scenes loaded on both sides are the same.
Synchronizing Scenes
Once Anima Alive is connected (states B, C and D) the Anima Alive button is enabled. Let’s see what happens when you push that button in each state.
Sync from state B: Connected, not synchronized
- Anima -> 3ds Max / Cinema4D
This state happens is when are starting Anima and 3dsMax app, but you have not yet saved the project in the Anima Designer and there is no Anima project already loaded in your 3dsMax scene. By clicking the Anima Alive button in this state, you first will be asked to save the project and then the scene will be sent to 3dsMax.
Sync from state C: Connected, not synchronized
- Anima -> 3ds Max / Cinema4D
The most common way to get to this state is when you have already created and loaded the project you will work on into Anima and you want to send this project to the scene loaded into the 3D app. To do that you simply push the Anima Alive button (when you hover it will change from the first icon to the second one).
Then Anima will ask you to confirm the synchronization:
And when you click YES, Anima Alive will tell the plugin to load the same scene that is already loaded in Anima. This scene will be loaded into 3dsMax following the import process that you already know, but this time Anima Alive will spare you the tedious process of going to Menu>Import and searching the Anima scene path, and you’ll only have to confirm the material preset that you want to use.
- 3ds Max / Cinema 4D -> Anima
But, what if you have a scene in your 3D app with an already imported Anima scene, and what you really want is to load this scene into the Anima application? No problem, we got you covered! In this state, you can also establish the connection the other way around, from 3dsMax to Anima.
Every time that you load an Anima scene into your 3D app with the Anima application open, it will ask if you want to load also there the scene from your 3D app, with a message similar to this one:
If you click YES, then the project and the scenes that were already loaded into the 3D app will be loaded now also into the Anima Designer application.
Sometimes it may happen that this message is shown at an inappropriate moment, for example, if you have been editing another scene and you still have not saved the changes. In this case, you can simply cancel the connection temporally (click X), save the scene where you were working, and then make Anima Alive to ask you again that same question. To do that you can go to the Anima Alive connection panel in the plugin and click the Sync project button:
Sync from state D: Already synchronized
You are in this state when you already have some scenes from the same Anima project already open in the Anima application and in the plugin.
If you already have the same scenes loaded in both applications then you don’t need to do anything more, you’re already completely synchronized. The Anima Alive button will be the first one (bright static yellow) and this message will appear if you click it:
Manual Sync
Although this workflow has been designed to update the scenes automatically, and the sync process is fairly quick, in some cases the user might find annoying the delay introduced by the synch process. This might happen, for example, when working with very big Anima scenes with thousands of actors.
For that reason, it is also possible to disable the automatic synchronization of Anima Alive and force it to be triggered manually, whenever the user needs it to happen. This can be done by unchecking the first option of the Anima Alive dropdown “Send updates automatically“.
With that option disabled, the synchronization will only happen whenever the user clicks on the Anima Alive button.
Take a look at the video below to see the differences between the standard automatic and the alternative manual update process.
The state of the automatic Anima Alive synchronization will be stored inside the Anima project configuration, so it will be kept consistently in all the scenes from that same project.
Synchronize Backgrounds
Once you have enabled the Anima Alive connection between the Anima and your plugin, you’ll be able to define and select the collision geometries for your simulation directly inside your 3D app and send them to Anima within a click!
Synchronizing Cameras
Now you can use Anima Alive to keep static and animated cameras synchronized between 3ds Max/Cinema 4D and Anima to perfectly control your crowd simulations and character placement.
Since Anima 5.5.0, the cameras from C4D are only be updated in Anima when the camera object is selected in C4D or the scene is loaded or saved in both Anima or C4D. We introduced this limitation to improve the stability and the performance of the Anima plugin for C4D.
You only need to enable the Anima Alive connection between the Anima and the plugin and all the modifications made to the cameras in the host 3D application will be instantly sent to Anima.
Real Use Case Scenario
In this video, you will be able to see a real Use Case where Anima and the new Anima Alive workflow are used to add 3d people to an exterior architecture project. The complete workflow is shown, starting with an initial sketch, the set up of the model in 3ds Max to use it as a background collision reference, the addition of 3d people, the rendering process, and even the final tuning of the actors in postproduction.