BonesPro is the solution for all artists who don't want to spend too much time on character appearance and prefer to get quality results with a minimal amount of work.
Skinning is the process of assigning the vertices of a mesh to an animated skeletal structure. The mesh must deform and accurately follow the movements of the skeleton, creating realistic movements of organic shapes.
The skinning process is an important part of character creation and requires artists to interrupt the most creative parts of their work and often spend significant amounts of time on very technical and repetitive deformation settings. Especially for less technically inclined artists, the task of skinning can quickly turn into a long and tedious journey through adjustment adjustments and deformation of the bone influence area.
BonesPro is the solution for all artists who don't want to spend too much time on character appearance and prefer to get quality results with a minimal amount of work.
Speed
BonesPro delivers fast results through a quick attribution setup and convenient tuning options.
Quality
Quality meshes deform like elastic skin, prevent the cut of the face and do not cut the vertices too far from each other.
Flexibility
Hypodermic solid deformators can handle the most problematic areas in an animated mesh.
Teamwork
Access to the teamwork API enables integration into existing pipelines, and teams can collaborate on scenes without having to provide licenses to everyone.
Beyond
BonesPro can be used not only for the traditional look, but also for many other animation effects.
Deformadores hipodérmicos
Implants and skin deformers
A big problem for artists are sharp curves in the skin, for example, in the elbow region of a character. Polygons attach to each other, the tip of the elbow looks very rounded and has no clear bony protrusion against the skin.
For these situations, BonesPro offers MetaBones and ParaBones. They offer absolute freedom to adjust exfoliation results, protect the mesh in specific areas, create skin blockers and emphasize the bone structure under the skin. They are fully animated, allowing artists to create amazing deformations under the mesh. The skin will consider these objects as physical objects and extend over them as real skin stretches over an elbow or knee.
Instead of adjusting countless cryptic settings, just grab another mesh and push it against the skin. Fill critical areas of your character with stuffing to bring them to the right shape. Parabones even let you create fun special effects: Create a mouse hidden under the carpet, pulsaing veins or even a parasite moving under the skin.
MetaBones
MetaBones are lightweight spherical objects that can be used for basic mesh deformations. Elbows, knee pads and toe joints can quickly receive a realistic shape when bent, placing some MetaBones under the skin to simulate a real bone pressing against the skin during movement.
Parables
ParaBones works similarly to MetaBones, but instead of a simple spherical shape, you can use any mesh you want and have your skin stretched over it. This gives you the freedom to deploy anything imaginable in your characters. A rib cage pressing against the skin or emphasizing the shoulder pads under the clothing. Quality and fine tuning.
High-quality mesh deformations
BonesPro uses advanced merge calculations. This prevents ugly faces that intersect, elbows exploding, or unassigned vertex tracks of fingers flying through the scene. The meshes stretch like elastic skin, fold gently over user-defined subdermal implants, and additional options allow deformation effects, such as chest movement, based on a character's breathing, to be added dynamically.
Visual aids for enhanced fit
You can at any time display a visual representation of the deformation forces in the display window. The visibility of the mesh, bones and any hypodermic deformators can be quickly adjusted to always ensure an optimal overview of the components you are currently working with.
Flexible vertex influence
In areas where basic bone influences are not ideal, you can easily override this setting completely or only partially to adjust the skinning result. Fine-tuning specific areas does not invalidate the automatic influences and you can at any time go back and readjust the total influence that a bone exerts on the mesh.
Side movement effects
What are side motion effects?
The skin appears lifeless when it is rigidly attached to the bone structure. BonesPro includes visual oscillation and oscillation effects that provide added realism to your mesh, allowing you to simulate breathing, tremor, and body mass change. Simply add the BoneJiggler modifier to any bone in your mesh and you will have access to two types of skin movement side effects:
Inertia
This option allows you to add a motion delay to specific bones in order to call for larger mass printing on parts of the animated mesh.
Oscillation
This allows you to add independent movements to the movement to the bone that are touched, even when the skeleton is perfectly still. Add a rhythmic movement to the trunk to simulate breathing or a very fast effect to make the character tremble. Teamwork and workflow
Plug-in BonesPro Proxy
We have created a compatible solution for all artists and studios working with external freelancers or third-party farms. Plug-ins often cause problems when scene files are opened on other computers where not all necessary plug-ins are installed. To solve this, we have created a Replacement BonesPro plug-in that can be downloaded and used freely as a replacement for the normal version. It allows artists who don't have a BonesPro license to open and work with scenes that include BonesPro leather knitwear. This allows an artist to use BonesPro to create a character's cover and another artist can open the scene later and work with that character (for example, animate or edit materials) without requiring a BonesPro license.
This also optimizes the administration of the rendering farm. Machines used only for rendering do not need to be overloaded with license management or complicated configurations. Just have BonesPro Proxy available in a local or network plug-in directory, just render any animation that uses the BonesPro skin.
Production workflows and pipelines
BonesPro can be integrated into existing workflows and production pipelines. The modifier and its data can be accessed through MAXScript or c++. This allows, for example, to export the final weight data of mesh with hood to a real-time game engine.
An integrated converter for the standard Skin modifier simplifies pipeline integration in many cases. Instead of having to use custom exporters to transfer BonesPro results to other software, BoneSPro users can convert their work to the Skin modifier with a simple push of a button to take advantage of existing Skin features, such as using the FBX format or exporting directly to skin-support game engines, and so on.
System Requirements
Microsoft DirectX 9.0c
3ds Max 2015 on 2010
Maya 2015 and 2010
You don't know what software you need or you haven't found what you were looking for? We have a team ready to help you choose the right software for your company.