Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

The back-and-forth workflow is over!

...


Section
Column
width60%

As anima® 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® 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® 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 alive™ Alive Synchronization to solve all those issues.

Alive™ Alive Synchronization uses an innovative technology that establishes a direct link between your 3D application and anima® 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 alive™ Alive Synchronization takes care of everything automagically.

The alive™ Alive Synchronization technology uses an advanced IPC connection between anima® Anima and its plugins (3dsMax®, Cinema 4D®, and Maya®3ds Max and Cinema 4D) to enable its new and highly efficient back-and-forth workflow.

Using alive™ Alive Synchronization you can synchronize:

  • Scenes: As soon as you save your scene in anima®Anima, alive™ Alive Synchronization will update the scene in your 3D app.
  • Collision Backgrounds: Select a list of objects from your 3D scene and send them to anima® Anima with one single click.
  • Cameras: Visualize the scene directly inside anima® 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 alive™ Alive Synchronization is the anima® 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® Anima Designer.

UI Text Box
typenote

In Unreal Engine®Engine, only the anima® Anima Drop feature from alive™ is from Alive Synchronization is supported, but we plan to add all the other ones in the near future.

Column
width5%


Column
width35%

Workflow with

...

Alive Synchronization

...


Section
Column
width40%

Until now, you had to export and import several times while working on an anima®Anima project. Every time you had to update a geometry used as Collision Background in anima®Anima, you had to export a new FBX from your 3D application and import it again in anima®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 alive™Alive Synchronization technology, to achieve an easier and more efficient artist workflow. Let’s see now how this connection works.

UI Text Box
typenote

The video tutorials included in this article show where made using an older version of anima® Anima (3.5), but the workflow shown is exactly the same in anima® Anima 5.

Column
width5%


Column
width55%
HTML
<iframe width="560" height="315" src="https://www.youtube.com/embed/CpyE_ZD3WJE?si=49gnf59U8qVQf1Mt" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>


...

...


Section
Column
width40%

The first step to start an alive™ Alive Synchronization connection is to open anima® Anima and your 3D application. If we only have one of both applications opened (either anima® Anima or 3dsMax® / Cinema4D® / Maya®3ds Max/Cinema 4D), the alive™ Alive Synchronization connection will stay disabled (see state A in the image).

After that, as soon as we have any project loaded in anima® Anima or in the 3D app, the alive™ Alive Synchronization button can change to the following states:

  • Connected, not synchronized (state B)
    You’ll enter in this state if either you have still not loaded any anima® project into 3dsMax, or if you have loaded different anima® projects in both applications.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 Already 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 sameYou’ll enter in this state if you have loaded anima® scenes from the same project. If the scenes loaded are the same in both projects you’ll get the first alive™ icon (vivid yellow with no animation). If the scenes loaded are exactly the same in both applications then you’ll get the second alive™ icon (vivid yellow with a flicker animation in the arrows).
Column
width5%


Column
width55%
Image Modified


Synchronizing Scenes

...


Section
Column
width40%55%

Once alive™ Alive Synchronizationis connected (states B, C and CD) theAlive Synchronization alive™ button is enabled. Let’s see what happens when you push that button in each state.


Sync from state B:  ConnectedConnected, not synchronized

  • anima®Anima -> 3dsMax® / Cinema4D® / Maya®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 Alive Synchronization 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 population project you will work on into anima®Anima and then you want to send this project to the scene that you have loaded into the 3D app. To do that you simply push the alive™Alive Synchronization button (when you hover it will change from the first icon to the second one).

Then anima®Anima will ask you to confirm the synchronization:

Column
width5%


Column
width55%40%
Image Removed

Image Added


...


Section
Column
width40%55%

And when you click YES, alive™Alive Synchronization will tell the plugin to load the same scene that is already loaded in anima®Anima. This scene will be loaded into 3dsMax following the import process that you already know, but this time alive™Alive Synchronization will spare you the tedious process of going to Menu>Import and searching the anima®Anima scene path, and you’ll only have to confirm the material preset that you want to use.

  • 3dsMax® / Cinema4D® / Maya® 3ds Max / Cinema 4D -> anima®Anima

But, what if you have a scene in your 3D app with an already imported anima®Anima scene, and what you really want is to load this scene into the anima®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®Anima.

Every time that you load an anima®Anima scene into your 3D app with the anima®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:

Column
width5%


Column
width55%40%
Image Removed

Image Added


...


Section
Column
width40%55%

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®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 alive™Alive Synchronization to ask you again that same question. To do that you can go to the alive™Alive Synchronization connection panel in the plugin and click the Sync project button:

Column
width5%


Column
width55%40%
Image Removed

Image Added


Sync from state

...

D: Already synchronized

...


Section
Column
width40%55%

You are in this state when you already have some scenes from the same anima®Anima project already open in the anima®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 alive™Alive Synchronization button will be the first one (bright static yellow) and this message will appear if you click it:

Image Removed
Column
width5%
Column
width55%
Section


Column
width40%

But if you have loaded different scenes from the same project or even a different amount of scenes into either anima® or the plugin, then you’ll see the second alive™ icon (bright yellow with a flicker animation in the arrows), and when you press it anima® will ask you in which direction you want to synchronize the connection.

Then just select the direction you want in the drop-down menu, click SYNC, and after a few seconds both applications will have the same scenes loaded and you’ll be completely synchronized.

Column
width5%
Column
width55%
Image Removed

Image Added




Manual Sync

...


Section
Column
width40%55%

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® Anima scenes with thousands of actors.

For that reason, it is also possible to disable the automatic synchronization automatic synchronization of alive™ Alive Synchronization 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 alive™ the Alive Synchronization dropdown “Send updates automatically“.

Column
width5%


Column
width55%40%
Image Removed

Image Added


...


Section
Column
width40%

With that option disabled, the synchronization will only happen whenever the user clicks on the alive™ Alive Synchronization button.

Take a look at the video below to see the differences between the standard automatic and the alternative manual update process.

UI Text Box
typenote

The state of the automatic alive™ Alive Synchronization synchronization will be stored inside the anima® Anima project configuration, so it will be kept consistently in all the scenes from that same project.

Column
width5%


Column
width55%
Multimedia
name2022-12-07_ScreenShot_007.mp4
width720
height360

...

Section
Column
width40%

Once you have enabled the alive™ Alive Synchronization connection between the anima® 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® Anima within a click!

Column
width5%


Column
width55%
HTML
<iframe width="560" height="315" src="https://www.youtube.com/embed/lXqlgNMXLcQ?si=xnY1UZ26JtXdPR_e" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>

...

Section
Column
width40%

Now you can useAlive Synchronization alive™ to keep static and animated cameras synchronized between 3dsMax® Cinema4D® Maya® and anima®3ds Max/Cinema 4D and Anima to perfectly control your crowd simulations and character placement.

UI Text Box
typenote

Since anima® Since Anima 5.5.0, the cameras from C4D are only be updated in anima® in Anima when the camera object is selected in C4D or the scene is loaded or saved in both anima® Anima or C4D. We introduced this limitation to improve the stability and the performance of the anima® Anima plugin for C4D.

You only need to enable the alive™ Alive Synchronization connection between the anima® Anima and the plugin and all the modifications made to the cameras in the host 3D application will be instantly sent to anima®Anima.

Column
width5%


Column
width55%
HTML
<iframe width="560" height="315" src="https://www.youtube.com/embed/VCOe751LkUg?si=syvoRo3Byf8bZaeo" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>

...

Section
Column
width40%

In this video, you will be able to see a real real Use Case where anima®Anima and the new alive™ workflow Alive Synchronization 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 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.

Column
width5%


Column
width55%
HTML
<iframe src="https://player.vimeo.com/video/326384043?loop=1&color=ff9933&title=0&byline=0&portrait=0" width="708" height="398" frameborder="0" allowfullscreen="allowfullscreen"></iframe>


Related Topics