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	<title>The Mixamo Blog</title>
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	<link>http://blog.mixamo.com</link>
	<description>the official blog for mixamo.com</description>
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		<title>High Quality Game Characters for the Masses, Getting Ready for December Release!</title>
		<link>http://blog.mixamo.com/mixamo/high-quality-game-characters-for-the-masses/</link>
		<comments>http://blog.mixamo.com/mixamo/high-quality-game-characters-for-the-masses/#comments</comments>
		<pubDate>Fri, 22 Nov 2013 22:04:53 +0000</pubDate>
		<dc:creator>mixamo</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Fuse]]></category>
		<category><![CDATA[Mixamo]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Tech Jargon]]></category>
		<category><![CDATA[Updates]]></category>
		<category><![CDATA[3d animation]]></category>
		<category><![CDATA[3d character]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[creator]]></category>
		<category><![CDATA[modeling]]></category>
		<category><![CDATA[models]]></category>
		<category><![CDATA[texturing]]></category>

		<guid isPermaLink="false">http://blog.mixamo.com/?p=3398</guid>
		<description><![CDATA[Over the past years, Mixamo has devoted it&#8217;s time and resources to making high quality animation available to everyone with an interest in 3D, with an emphasis on game developers.  As we&#8217;ve reached the point where the animation system is as refined as it is, you can throw any bipedal character at it and literally [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://blog.mixamo.com/wp-content/uploads/2013/11/Fuse_Icon_1k.png"><img class="alignnone size-medium wp-image-3399" alt="Fuse_Icon_1k" src="http://blog.mixamo.com/wp-content/uploads/2013/11/Fuse_Icon_1k-300x300.png" width="300" height="300" /></a>Over the past years, Mixamo has devoted it&#8217;s time and resources to making high quality animation available to everyone with an interest in 3D, with an emphasis on game developers.  As we&#8217;ve reached the point where the animation system is as refined as it is, you can throw any bipedal character at it and literally have it animating within a minute, we decided we needed to step back and build up our asset pipeline.  We created the Auto-Rigger so people can upload a bare character mesh to the site and it is rigged based off of the work of industry artists.  Our engineers created a facial tracking system that can create facial animation from anyone with a basic webcam. We have documented support for workflows in various 3D applications and game engines and created scripts to make working with our assets more intuitive once they&#8217;re out in the wild. Our goal has been to remove as many barriers to using our system as possible, so we looked to the beginning of the pipe and began to wonder how we could get high quality game characters into the hands of devs who don&#8217;t have the resources to make them.</p>
<p><a href="http://blog.mixamo.com/wp-content/uploads/2013/11/fuse.png"><img class="alignnone  wp-image-3400" alt="Fuse application" src="http://blog.mixamo.com/wp-content/uploads/2013/11/fuse-1024x590.png" width="614" height="354" /></a></p>
<p>&nbsp;</p>
<p>So came the realization of Fuse.  Our answer has been to develop a custom character creator which gives users the ability to make their own characters that are instantly compatible with the rest of our pipeline as well as versatile in their use elsewhere.  Also we wanted to make sure that it would be able to grow along with the community and be open to advanced users so it&#8217;s versatility in the amount of possible creations can build to be nearly infinite.</p>
<p><a href="http://blog.mixamo.com/wp-content/uploads/2013/11/assets.png"><img class="alignnone  wp-image-3401" alt="Working assets" src="http://blog.mixamo.com/wp-content/uploads/2013/11/assets-1024x575.png" width="614" height="345" /></a></p>
<p>Quality has been the highest priority when creating the base assets for the customizable characters.  We decided we needed to have artists be at the healm of the initial the asset creation but needed a way to make their work modifiable in order to provide end users the ability to change them in useful ways.</p>
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<div>What you see when looking at artist&#8217;s work on blockbuster game characters is that the work is done in layers.  It starts from a high resolution sculpt in a program such as ZBrush or Mudbox where the artist has the most freedom and then various assets are extracted from there for use on the lower resolution game character mesh.  What happens in between is that the elements are composited on top of each other much like the layers in Photoshop and add up to a final composition.  In our case our layers would be all the features that make a character unique such as skin tone, eye color, facial hair etc.</div>
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<div><a href="http://blog.mixamo.com/wp-content/uploads/2013/11/Substance_logo_pack.png"><img class=" wp-image-3402 alignleft" style="margin-left: 10px; margin-right: 10px;" title="Allegorithmic" alt="Substance Designer" src="http://blog.mixamo.com/wp-content/uploads/2013/11/Substance_logo_pack-258x300.png" width="155" height="180" /></a></div>
<div></div>
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<p>This is where our partner Allegorithmic&#8217;s Substance Designer becomes integral.  Substance Designer is a node based application used to create dynamic procedural textures for use in games.  This made it possible for us to make the composition of the character&#8217;s texture maps dynamic and modular.  All individual features can be shared between characters and the controls of these features can then be exposed to users in Fuse so they can change the color of highlights in hair or increase the strength of the normal map on the fabric substance applied to the sleeve of their character&#8217;s jacket.</p>
</div>
<div><a href="http://blog.mixamo.com/wp-content/uploads/2013/11/fused.png"><img class=" wp-image-3403 alignright" style="margin: 40px 10px;" alt="fused" src="http://blog.mixamo.com/wp-content/uploads/2013/11/fused-300x258.png" width="210" height="181" /></a></div>
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<p>&nbsp;</p>
<p>Then of course there is the 3D meshes and the underlying tech that sparked our interest in making the application as well as inspiring it&#8217;s name. This is the ability to &#8216;fuse&#8217; or connect geometry to each other on the fly. This gives us the ability to share assets between characters for more variation and more importantly gives us freedom from a solely blend shape based system since we aren&#8217;t completely reliant on the topology of characters being exactly the same.  The ability to fuse unique geometry to each other gives complete flexibility in character design.</p>
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<div>Next up is local deformation on the meshes so we can give control of individual shapes such as facial features.  More additions are forthcoming; all prioritized based on the voices of our users. It all adds up to an incredibly powerful and <i>fast</i> character creation tool now in the hands of pros, indie devs, and enthusiasts alike.</div>
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<p>&nbsp;</p>
<div>Help us make Fuse the best tool for the community by participating in our <a href="http://www.surveymonkey.com/s/fuse_tech_preview"><i>survey</i></a>.</div>
<p>&nbsp;</p>
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		<title>A Note on Character Animation</title>
		<link>http://blog.mixamo.com/featured/a-note-on-character-animation/</link>
		<comments>http://blog.mixamo.com/featured/a-note-on-character-animation/#comments</comments>
		<pubDate>Fri, 11 Oct 2013 23:25:02 +0000</pubDate>
		<dc:creator>mixamo</dc:creator>
				<category><![CDATA[3D Animation]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Industry Talk]]></category>
		<category><![CDATA[3d animation]]></category>
		<category><![CDATA[3d character]]></category>
		<category><![CDATA[character animation]]></category>
		<category><![CDATA[motion]]></category>
		<category><![CDATA[motion capture]]></category>

		<guid isPermaLink="false">http://blog.mixamo.com/?p=3389</guid>
		<description><![CDATA[&#8220;There is no particular mystery in animation&#8230;it&#8217;s really very simple, and like anything that is simple, it is about the hardest thing in the world to do.&#8221; -Bill Tytla, Walt Disney Studios, 1937 A well known actor and theorist, Sandy Meisner, once said that &#8220;acting is the ability to live truthfully in imaginary circumstances.&#8221; He [...]]]></description>
				<content:encoded><![CDATA[<p><strong>&#8220;There is no particular mystery in animation&#8230;it&#8217;s really very simple, and like anything that is simple, it is about the hardest thing in the world to do.&#8221;</strong><br />
<em> -Bill Tytla, Walt Disney Studios, 1937</em></p>
<p><a href="http://blog.mixamo.com/wp-content/uploads/2013/10/AJ.png"><img class="alignnone size-medium wp-image-3390" alt="AJ" src="http://blog.mixamo.com/wp-content/uploads/2013/10/AJ-300x300.png" width="300" height="300" /></a></p>
<p>A well known actor and theorist, Sandy Meisner, once said that &#8220;acting is the ability to live truthfully in imaginary circumstances.&#8221; He was of course referring to theatre in it&#8217;s direct sense, but Meisner&#8217;s words are an unexpectedly appropriate definition for CG character &#8220;acting&#8221; as well.</p>
<p><a href="http://www.mixamo.com/motions">3D character animation</a> is about timing &#8211; it&#8217;s about poses, expressions, and body mechanics. It&#8217;s about exaggerated moments. It&#8217;s about conveying emotion in a completely constructed and rendered environment &#8211; with no real pain, love, excitement, or any other truthful fundamental emotional input or output. It&#8217;s about creating physics in a non-physical world. It&#8217;s acting.</p>
<p>In film, the implications of character animation are as obvious as they are crucial. In gaming, character animation encourages empathy from the player for the character &#8211; increasing engagement and interest.</p>
<p>The connection between the conveyance of meaning through your character&#8217;s motion and it&#8217;s ultimate perception by your audience, is a finely tuned dialogue. If your timing is too fast, the audience might miss the punch &#8211; too slow and you lose their interest. Whether your character be animal, fantasy, human-like, or some twisted combination of all three &#8211; it must relay action in a way that your audience can relate to. There are hundreds of articles and studies about the elements of anthropomorphism in character animation &#8211; a technique that ultimately maximizes the ability for an audience to perceive and understand an animated character by it&#8217;s relationship to human &#8220;reality.&#8221;</p>
<p>If all that is true, then what better technique for physical communication than to root your character animation in reality itself? The introduction of motion capture created an opportunity for animators to access real-life motion data for a head-start on what would otherwise be tedious keyframing. But, unless you have access to an in-house capture studio and clean up staff, mocap data often requires just as much work to use as it does to keyframe. There is cleaning, looping, and the always tedious task of retargeting.</p>
<p>While technology and artistic talent are at an all time high, production schedules are tightening across the board to increase profit. Gamers and film audiences expect to be &#8220;wow-ed&#8221; time and time again.</p>
<p>With these quality expectations and tight schedules, 3D animators are turning to Mixamo more and more to provide the base layer of <a href="http://www.mixamo.com/motions">3D animation</a> for hard-to-reproduce physics such as weight transfer, foot plant, and timing. <a href="http://www.mixamo.com/services">Mixamo&#8217;s built-in retargeting</a> makes pipeline import negligible and keyframe reduction leaves motion data palatable for even the most hardcore keyframe purists. Real-time physical and emotional customization means you can tweak your motion (and emotion) right off-the-bat, before merging back into your pipeline. Production companies and developers such as nDreams, GamersFirst, and JumpCore are all reporting production cycles at a fraction of their historical time by using Mixamo to &#8220;up the anty&#8221; on character animation &#8211; giving their characters the ability to live &#8220;truthfully&#8221; in their imaginary circumstances regardless of constraint or pressure.</p>
<p>Cramming high-quality artistic character animation into film and game budgets can often be a compromising task…as much as art and money are always at war. But the casualties <em>can</em> be reduced.</p>
<p>Give your walk cycles a running start &#8211; with Mixamo you can set the stage for your talent as an animator to give life to a character &#8211; to be a director, not just a &#8220;poser.&#8221;</p>
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		<title>Bringing Emotions To Game Characters with Mixamo&#8217;s New Facial Motion Capture Tech</title>
		<link>http://blog.mixamo.com/news/bringing-emotions-to-game-characters-with-mixamos-new-facial-motion-capture-tech/</link>
		<comments>http://blog.mixamo.com/news/bringing-emotions-to-game-characters-with-mixamos-new-facial-motion-capture-tech/#comments</comments>
		<pubDate>Wed, 28 Aug 2013 16:48:30 +0000</pubDate>
		<dc:creator>Anais</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://blog.mixamo.com/?p=3373</guid>
		<description><![CDATA[At Mixamo, our mission is to democratize 3D character art. We are already providing the first and only professional automatic rigging service in the world, the Auto-Rigger, as well as unprecedented access to high-quality 3D animations and 3D character models. Today we’re thrilled to extend our offering with high-fidelity facial 3D animation, the holy grail of emotional engagement for [...]]]></description>
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<p>At Mixamo, our mission is to democratize 3D character art. We are already providing the first and only professional automatic rigging service in the world, the <a href="http://www.mixamo.com/c/auto-rigger?utm_source=AMD-Blog&amp;utm_medium=AMD-Blog&amp;utm_term=AR-AMD-Blog-Face-Plus&amp;utm_content=AR-AMD-Blog-Face-Plus&amp;utm_campaign=AR-AMD-Blog-Face-Plus" target="_blank">Auto-Rigger</a>, as well as unprecedented access to high-quality <a href="http://www.mixamo.com/motions?utm_source=AMD-Blog&amp;utm_medium=AMD-Blog&amp;utm_term=MC-AMD-Blog-Face-Plus&amp;utm_content=MC-AMD-Blog-Face-Plus&amp;utm_campaign=MC-AMD-Blog-Face-Plus" target="_blank">3D animations</a> and <a href="http://www.mixamo.com/c/3d-characters?utm_source=AMD-Blog&amp;utm_medium=AMD-Blog&amp;utm_term=CC-AMD-Blog-Face-Plus&amp;utm_content=CC-AMD-Blog-Face-Plus&amp;utm_campaign=CC-AMD-Blog-Face-Plus" target="_blank">3D character models</a>. Today we’re thrilled to extend our offering with high-fidelity facial 3D animation, the holy grail of emotional engagement for game developers and film makers.</p>
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<p><object width="640" height="480" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="//www.youtube.com/v/yNaympgBVpQ?hl=en_US&amp;version=3" /><param name="allowfullscreen" value="true" /><embed width="640" height="480" type="application/x-shockwave-flash" src="//www.youtube.com/v/yNaympgBVpQ?hl=en_US&amp;version=3" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object></p>
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<p><a href="http://www.mixamo.com/faceplus?utm_source=AMD-Blog&amp;utm_medium=AMD-Blog&amp;utm_term=FP-AMD-Blog-Face-Plus&amp;utm_content=FP-AMD-Blog-Face-Plus&amp;utm_campaign=FP-AMD-Blog-Face-Plus" target="_blank"><i>Face Plus</i></a>, is a technology that brings facial animations to 3D characters leveraging an simple off the shelf webcam and the Unity engine. Face Plus was designed so that anyone from independent game developers to large studios can enrich their games with emotional experiences without the high cost and complexity of previous facial animation solutions.</p>
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<p>We designed Face Plus with the technical support of <a href="http://www.amd.com/us/Pages/AMDHomePage.aspx" target="_blank">AMD</a>, a strategic investor in Mixamo. The AMD team helped Mixamo achieve high fidelity for the Face Plus plugin using heterogeneous computing through OpenCL. See <a href="http://community.amd.com/community/amd-blogs/amd-unprocessed/blog/2013/08/28/amd-versus-intel-performance-results-for-the-mixamo-face-plus-plug-in-for-the-unity-development-platform" target="_blank">performance test results</a>. Mixamo&#8217;s long time partner, Unity, was also very helpful, providing technical support during the development of this technology.</p>
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<p>“We are big believers of Mixamo’s vision for making development of 3D character art easy, which is why we chose to invest in Mixamo through AMD Ventures,” said Manju Hegde, corporate vice president, Heterogeneous Solutions at AMD. “AMD always develops its technology with developers in mind, and continues to support important partners in future innovations. We are enthusiastic about Face Plus which will inspire Unity game developers.”</p>
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<p>To demonstrate the high level of fidelity delivered with Face Plus we created <a href="http://www.mixamo.com/unplugged?utm_source=AMD-Blog&amp;utm_medium=AMD-Blog&amp;utm_term=UP-AMD-Blog-Face-Plus&amp;utm_content=UP-AMD-Blog-Face-Plus&amp;utm_campaign=UP-AMD-Blog-Face-Plus" target="_blank"><i>Unplugged</i></a>, an interactive animated short that uses Face Plus technology to convey emotion through its characters. <i>Unplugged</i> takes viewers through the journey of a boy striving to break free from a hopeless life, showcasing what can be achieved with Unity, a simple standard webcam, Face Plus and a creative concept.</p>
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<p><object width="640" height="480" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="//www.youtube.com/v/t4MczQb2V5U?hl=en_US&amp;version=3" /><param name="allowfullscreen" value="true" /><embed width="640" height="480" type="application/x-shockwave-flash" src="//www.youtube.com/v/t4MczQb2V5U?hl=en_US&amp;version=3" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object></p>
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<p>“Unplugged will hopefully inspire our developers to be even more ambitious with their games,” said David Helgason, Unity Technologies CEO and cofounder. “The game industry is evolving fast, and players are looking for richer stories with deeper emotional engagement. Facial animation’s prohibitive costs and proprietary equipment requirements represent one of the biggest limits for game developers hoping to address this. With Face Plus and Unity 4.3, we are removing some of these roadblocks.”</p>
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<div>
<p>For the first time, the entire facial 3D animation workflow can be executed within a single tool, in real time. With Face Plus, developers are now able to capture their own facial expressions via standard webcams and transfer them in real time onto a 3D character. A Unity plugin, Face Plus leverages the upcoming Unity 4.3 blendshape technology.</p>
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<div><a href="http://blog.mixamo.com/wp-content/uploads/2013/08/Vignettes_emotional_range.png"><img class="aligncenter size-full wp-image-3374" alt="Vignettes_emotional_range" src="http://blog.mixamo.com/wp-content/uploads/2013/08/Vignettes_emotional_range.png" width="600" height="400" /></a></div>
<div>
<p>“With Unity 4.3 we are expanding our Mecanim animation system to support not only state-of-the-art 3D character animation, but also real-time motion capture directly in the editor,” says David Helgason. “Face Plus provides more creative freedom to our community and empowers them to craft emotional storylines for their games.”</p>
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<p>Face Plus is available today, and is included within <a href="http://www.mixamo.com/allaccess" target="_blank">Mixamo All Access</a>, a yearly pass for unlimited access to Mixamo’s entire collection of <a href="http://www.mixamo.com/c/3d-characters" target="_blank">3D characters</a>, tens of thousands of high-quality <a href="http://www.mixamo.com/motions" target="_blank">3D animations</a>, and to the <a href="http://www.mixamo.com/c/auto-rigger" target="_blank">Auto-Rigger</a>. All Access pass holders also benefit from the <a href="http://u3d.as/content/mixamo/unlimited-for-mecanim-by-mixamo/3XM" target="_blank">Unlimited+ Animation Store plugin</a>, which enables them to browse and use all of Mixamo’s animations directly from the Unity interface.</p>
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<p><span style="font-family: Arial, sans-serif;">We are excited to push the gaming industry forward. We can&#8217;t wait to see what game developers will invent!</span></p>
</div>
<div>
<p>Stefano Corazza,</p>
</div>
<div>
<p>CEO &amp; Cofounder, Mixamo.</p>
</div>
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		<title>MIXAMO. How anyone can be a great rigger and animator in about 10 minutes!</title>
		<link>http://blog.mixamo.com/featured/mixamo-how-anyone-can-be-a-great-rigger-and-animator-in-about-10-minutes/</link>
		<comments>http://blog.mixamo.com/featured/mixamo-how-anyone-can-be-a-great-rigger-and-animator-in-about-10-minutes/#comments</comments>
		<pubDate>Thu, 30 May 2013 19:24:28 +0000</pubDate>
		<dc:creator>Cris Robson</dc:creator>
				<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://blog.mixamo.com/?p=3273</guid>
		<description><![CDATA[Back in the days of 3ds Max version 3 and version 4, there were so many plugins that would simplify the process of being a 3d artist that, at the time, I swore 3d-palace off plugins completely for our tutorials. The reason? I didn&#8217;t want my students to be able to take short cuts all [...]]]></description>
				<content:encoded><![CDATA[<div>
<p>Back in the days of 3ds Max version 3 and version 4, there were so many plugins that would simplify the process of being a 3d artist that, at the time, I swore 3d-palace off plugins completely for our tutorials. The reason? I didn&#8217;t want my students to be able to take short cuts all of the time – what purpose is there to being a 3d artist if you are relying on the “Make It So” button all of the time. I continue to have this opinion even though the plugins are way less prolific than they used to be with very few exceptions.</p>
<p>Enough words – how about a video to explain things first?</p>
</div>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/RvNs39X8YPg?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
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<p><a title="Mixamo Website" href="http://www.mixamo.com/" target="_blank">www.mixamo.com</a> now enters that list of exceptions to stand next to FumeFX and Afterburn in my list of REALLY useful tools.</p>
<p>So, what is Mixamo? Why the interest? I was using Facebook a few weeks ago when I saw a rigged character screenshot posted up by a friend of mine. He had posted that he was using Mixamo<a href="http://www.mixamo.com/" target="_blank"> </a>and the rig – which was excellent – had been automatically created by Mixamo.</p>
<p>“Is this a plugin?” I had wondered. Frankly I have little time for plugins as I had said and I was not going to download and install something to add into 3ds Max if I could help it, however I wanted to have a look at what this was as rigging is a long process to get right and anything that can help and improve the process has to be good. I was not holding my breath however.</p>
<p>There was no download. If anything is going to sell me on an idea its “no download”. Everything works from the site itself, which makes it just a case of registering and marching over to the <a title="Mixamo Auto-Rigger" href="http://www.mixamo.com/c/auto-rigger" target="_blank">http://www.mixamo.com/c/auto-rigger</a> to get your hands dirty right away!</p>
<p>Ok, so to using Mixamo Autorigger! I will give you some tips however the software really is going to take care of you. Also the software is updating ALL of the time so please be aware that they are simplifying the process even more all of the time.</p>
<p style="text-align: left;"><a href="http://blog.mixamo.com/wp-content/uploads/2013/05/Auto-Rigging_small.jpg"><img class="size-full wp-image-3292 aligncenter" alt="Auto-Rigging_small" src="http://blog.mixamo.com/wp-content/uploads/2013/05/Auto-Rigging_small.jpg" width="600" height="485" /></a></p>
<p>Firstly I made a FBX export of my character. There is a free and a paid version of Mixamo – the commercial version being 10,000 polygons or more and the free version being sub10k. That is a great idea and so with a little bit of face threshing and optimization I took the power suit as an export and just loaded it right up into Mixamo.</p>
<p>So the process once it is uploaded is that you drag some circles to show Mixamo where the wrists, groin, chin and knees are. THATS IT. Now you are a pro rigger. Let Mixamo do the rest and once done you can download your character if it is under 10,000 polygons or purchase your rigged character otherwise. There is also a range of animations that you can buy… HOWEVER the best bit is not over yet!</p>
<p>You can then IMPORT the rigged character back into 3ds Max and then run a simple script which converts everything to Biped. or CAT. UDK anyone? Perhaps a simple import into CryENGINE? Unity? Piece of cake, seriously. EVEN THE FINGERS ARE RIGGED.</p>
<p>If you have never rigged a finger, go try now. Then come use Mixamo. <strong>Take my money please!</strong></p>
</div>
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		<title>Creating &#8220;The Spookening,&#8221; with Mixamo</title>
		<link>http://blog.mixamo.com/featured/creating-the-spookening-with-mixamo/</link>
		<comments>http://blog.mixamo.com/featured/creating-the-spookening-with-mixamo/#comments</comments>
		<pubDate>Fri, 24 May 2013 00:35:37 +0000</pubDate>
		<dc:creator>Krister Karlsson</dc:creator>
				<category><![CDATA[Featured]]></category>

		<guid isPermaLink="false">http://blog.mixamo.com/?p=3233</guid>
		<description><![CDATA[The dream of making a video game has been in me since my dad was convinced to by me and my brothers a Commodore 64 back in the days. A few years later me and some buddies had spent 1 or 2 years on our first Amiga title &#8211; Shenandoah, as we called it. It [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_3239" class="wp-caption alignright" style="width: 198px"><a href="http://blog.mixamo.com/wp-content/uploads/2013/05/ironman_small.jpg"><img class="size-full wp-image-3239" alt="ironman_small" src="http://blog.mixamo.com/wp-content/uploads/2013/05/ironman_small.jpg" width="188" height="133" /></a><p class="wp-caption-text">Krister Karlsson &#8211; Art Director, Creative Director &amp; Producer at <a title="Modesty Creative Agency" href="http://www.modesty.se/" target="_blank">Modesty</a></p></div>
<p>The dream of making a video game has been in me since my dad was convinced to by me and my brothers a Commodore 64 back in the days. A few years later me and some buddies had spent 1 or 2 years on our first Amiga title &#8211; <em>Shenandoah</em>, as we called it. It was going pretty well. We had a full demo of the first level, and a publisher from the UK. We were featured in Amiga Format and Commodore User, which were major mags at the time. Then one day one of the programmers came out about being in love with the other programmer who then left for Seattle and never came back… Of all the strange things that can get in the way of game production. <img src='http://blog.mixamo.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: left;">Now almost 20 years later an opportunity arose in my company to make a mobile game with a small team of four. Early last year I got an idea for a game in which you would play a ghost. I thought it would be interesting to play the monster instead of the monster hunter. This idea arose from Pac Man actually. As an avid retro gamer I like to play old titles to draw inspiration from.</p>
<p style="text-align: center;"><a href="http://blog.mixamo.com/wp-content/uploads/2013/05/flower_small.jpg"><img class="size-full wp-image-3244  aligncenter" alt="flower_small" src="http://blog.mixamo.com/wp-content/uploads/2013/05/flower_small.jpg" width="400" height="225" /></a></p>
<p>During last summer we discussed the game concept further and all through production actually. So everyone was involved in the creative process which I believe was a great benefit to the game.</p>
<p>Obviously the game grew in terms of complexity, as most projects do. And as the only artist on the game, as well as being the creative director and producer I was in great need of help to get my part done and to keep the pace with the rest of the team. However I was in no way going to let the quality suffer and the budget was too tight to get an additional team member.</p>
<p>Then one day I was browsing for models on Turbosquid, for another project I was doing at the same time, and came upon some animations from <a title="Mixamo" href="http://www.mixamo.com/" target="_blank">Mixamo</a>. Curious as ever I went to check it out and could&#8217;t quite grasp what I saw. It just seemed too good to be true. Could this actually work this well right there in the browser? It was 2012, not 2022, I thought to myself. After doing some more testing I had just freed myself from a ton of late night and weekend work. Animating somewhere around 12 characters for the game would&#8217;ve taken forever for someone who&#8217;s not focusing on character animation. Because of the gameplay and camera angle in the game I didn&#8217;t even have to tweak the <a title="Mixamo's Auto-Rigger" href="http://www.mixamo.com/c/auto-rigger" target="_blank">Auto-Rigger</a> results. What a relief it was when I realized that this solution would work.</p>
<p style="text-align: center;"><a href="http://blog.mixamo.com/wp-content/uploads/2013/05/policeman_small.jpg"><img class="size-full wp-image-3250  aligncenter" alt="policeman_small" src="http://blog.mixamo.com/wp-content/uploads/2013/05/policeman_small.jpg" width="600" height="171" /></a></p>
<p>What I did with the characters then was to render them all in one long sequence &#8211; all the characters with their different animations. Those separate png&#8217;s were then processed by an atlas creator, which is basically a small piece of software that copies the content of the png&#8217;s into a 1024&#215;1024 image map. All the motions of two characters would fit into one image, so we created several images to hold all characters in the game. The graphics engine then uses these atlases to draw the graphics in the game.</p>
<p style="text-align: center;"><a href="http://blog.mixamo.com/wp-content/uploads/2013/05/villagers_setup_small.jpg"><img class=" wp-image-3252 aligncenter" alt="villagers_setup_small" src="http://blog.mixamo.com/wp-content/uploads/2013/05/villagers_setup_small.jpg" width="486" height="341" /></a></p>
<p>We&#8217;re all extremely pleased with the result and critics has shown the same enthusiasm, especially for the looks of the game. Comments like: &#8220;Hauntingly beautiful&#8221; and &#8220;It simply looks brilliant&#8221; puts a great big smile on my face off course. And Mixamo was a part of making that happen!&#8221;</p>
<p>Sincerly, Krister Karlsson</p>
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		<title>Mixamo at GDC</title>
		<link>http://blog.mixamo.com/news/gdc2013/</link>
		<comments>http://blog.mixamo.com/news/gdc2013/#comments</comments>
		<pubDate>Mon, 20 May 2013 17:54:58 +0000</pubDate>
		<dc:creator>Ty Clark</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Industry Talk]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Tech Jargon]]></category>

		<guid isPermaLink="false">http://blog.mixamo.com/?p=2948</guid>
		<description><![CDATA[GDC 2013 has come and gone and Mixamo couldn&#8217;t be more excited about the positive feedback we received regarding our new products and technology that will improve the game production pipeline like never before. If you attended GDC you may have watched presentations by our staff or came by our booth for demos. If you were unable to attend [...]]]></description>
				<content:encoded><![CDATA[<div>GDC 2013 has come and gone and Mixamo couldn&#8217;t be more excited about the positive feedback we received regarding our new products and technology that will improve the game production pipeline like never before. If you attended GDC you may have watched presentations by our staff or came by our booth for demos. If you were unable to attend this post will go in detail about our new innovations that were announced at GDC.</div>
<div></div>
<div> One of the first new products we introduced is <a title="Mixamo All Access" href="http://www.mixamo.com/allaccess" target="_blank">Mixamo All Access</a>. An incredible deal that will allow pass holders to use all of our services including the Unity Mecanim Unlimited pass for one full year. This also means All Access users will be able to use and reuse every new animation and character added to the site within the year. We will be adding a lot of new content in 2013 including a set of mixed martial arts animations that will be available soon. For the full year of services you will receive at a new low price. To find out more <a href="http://www.mixamo.com/allaccess" target="_blank">visit our site</a>.</div>
<div></div>
<div>In addition to the All Acess pass announcement, one of our latest products was introduced at GDC for the first time, our new software application entitled <a href="http://www.mixamo.com/fuse" target="_blank">Fuse</a>. Long time Mixamo followers may remember the original Character Creator. Fuse is a complete redesign of this feature based on the concept of building a character mesh for your game in seconds. Fuse provides just this in an extremely simple to use interface, allowing the user to weld together a variety of body parts including: Torsos, legs, arms, heads, jackets, shirts, skirts, pants, shoes, hair, eyebrows, mustaches, beards and more. The parts have been designed to fit both male, female and even creatures of all shapes and sizes enabling complete creative freedom for character creation.</div>
<div></div>
<div><a href="http://blog.mixamo.com/news/gdc2013/attachment/character_1-4/" rel="attachment wp-att-2976"><img class="wp-image-2976 aligncenter" alt="" src="http://blog.mixamo.com/wp-content/uploads/2013/03/Character_13-1024x725.jpg" width="574" height="406" /></a></div>
<div></div>
<div>But we didn&#8217;t stop there. Mixamo has teamed up with the folks at Allegorithmic. Their Smart Textures technology enables the use of substance files which are procedurally generated textures that can be applied to a mesh within Fuse. Substance files range from skins types, leather for your shoes and a multitude of fabrics to fit the desired look. Additionally Fuse users will include a variety of adjustments that can be made to the material and texture such as UV tiling and light direction just to name a few.</div>
<div></div>
<div>After the Fuse model has been made it can directly be uploaded to the Mixamo website where it can be Auto-Rigged and animations can be applied. If more detail or adjustments are needed it can be exported to an .obj file and imported into any 3D application. Be one of the first to <a title="Mixamo Fuse" href="http://www.mixamo.com/fuse" target="_blank">try our fuse beta and sign up at on the site</a> and get the application for free.</div>
<div></div>
<div>Accompanying Fuse at GDC was our <a title="Facial Motion Capture Technology Mixamo" href="http://www.youtube.com/watch?v=oWYIWYnEQXo&amp;feature=youtu.be" target="_blank">new facial motion capture technology</a>. This technology gathers input from any face or emotion without calibration and applies it to a 3D mesh in real time. This technology works without the use of markers and can applied to any character that uses blend shapes or facial bones. This is the most advanced facial recognition technology available and due to the tremendous amount of interest at GDC rest assured you will hear more about this technology in the future.</div>
<div></div>
<div><a href="http://blog.mixamo.com/news/gdc2013/attachment/markerless_motion_capture-2/" rel="attachment wp-att-2970"><img class="wp-image-2970 aligncenter" alt="" src="http://blog.mixamo.com/wp-content/uploads/2013/03/markerless_motion_capture1-1024x444.jpg" width="590" height="256" /></a></div>
<div></div>
<div></div>
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		<title>Mixamo&#8217;s Adventure Character Contest</title>
		<link>http://blog.mixamo.com/featured/interviews/mixamos-adventure-character-contest/</link>
		<comments>http://blog.mixamo.com/featured/interviews/mixamos-adventure-character-contest/#comments</comments>
		<pubDate>Thu, 09 May 2013 22:49:56 +0000</pubDate>
		<dc:creator>Ty Clark</dc:creator>
				<category><![CDATA[Interviews]]></category>

		<guid isPermaLink="false">http://blog.mixamo.com/?p=3153</guid>
		<description><![CDATA[The time has arrived for our new character contest, and this time the winnings are greater than ever! For the first time we are offering a Mixamo All Access pass in addition to the cash prize, allowing the first place winner to use all of Mixamo’s services for an entire year! Other prizes will include: [...]]]></description>
				<content:encoded><![CDATA[<p>The time has arrived for our new <a title="Mixamo's Adventure Character Contest" href="http://www.mixamo.com/c/adventure" target="_blank">character contest</a>, and this time the winnings are greater than ever! For the first time we are offering a Mixamo <a title="Mixamo All Access" href="http://www.mixamo.com/allaccess" target="_blank">All Access</a> pass in addition to the cash prize, allowing the first place winner to use all of Mixamo’s services for an entire year! Other prizes will include:</p>
<p style="text-align: center;"><strong>1st Place:</strong><span style="color: #ffffff;"> $1000 cash + 1 year subscription to Digital Tutors + 1 Mixamo All Access pass</span><br />
<strong>2nd Place:</strong><span style="color: #ffffff;"> $500 cash + 6 months subscription to Digital Tutors + 1500 Mixamo credits<br />
</span><strong>3rd Place:</strong><span style="color: #ffffff;"> $250 cash + 1 month subscription to Digital Tutors + 500 Mixamo credits</span><br />
<strong> Community Favorite:</strong><span style="color: #ffffff;"> $100 cash + 1 month subscription to Digital Tutors + 200 Mixamo credits </span></p>
<p style="text-align: left;"><span style="color: #ffffff;"><strong>Note:</strong></span> Even if you don’t place, don’t worry Mixamo will offer to buy spectacular models of high quality even if they are not in the top four.</p>
<p>Now that we know the winnings, on to the contest! This time around we have a topic that will really get your creative juices flowing. Here is the story based on real events!</p>
<div id="attachment_3183" class="wp-caption alignright" style="width: 216px"><a href="http://blog.mixamo.com/wp-content/uploads/2013/05/voynich_schaefer_big.gif"><img class=" wp-image-3183 " alt="Voynich Manuscript" src="http://blog.mixamo.com/wp-content/uploads/2013/05/voynich_schaefer_big-257x300.gif" width="206" height="240" /></a><p class="wp-caption-text">Voynich Manuscript</p></div>
<p>&nbsp;</p>
<p><em>In the early 19th century a mysterious book, the Voynich Manuscript, made its world debut. Written in an unknown language the secrets within are still debated to this day. Every generation has had its adventurers take hints from the Manuscript&#8217;s broken ciphers and cryptic images. From the high mountains of the Himalayas, to the lost jungles of the Amazon, from cities of gold, to buried underworlds, those brave enough to call themselves adventurers must be ready for the challenges the book alludes to. Help us discover the great adventures of the past century and the world&#8217;s most mysterious book.</em></p>
<p>&nbsp;</p>
<p><span style="color: #ffffff;"><strong>Your Task:</strong></span><br />
Starting from the beginning of the 19th century up to modern day, create an adventurer to seek out the treasure of the Voynich Manuscript. Will it be a 19th century scholar from England, or perhaps a German code breaker from World War One? A Chinese medicine man or a hired thug for the Railroad barons of the expanding United States? Will it be a modern day billionaire, searching for thrills, or the descendant of Voynich himself? Use the greatest adventure stories you can think of as your inspiration and create your ideal hero!</p>
<p><span style="color: #ffffff;"><strong>Here&#8217;s how the contest works:</strong></span></p>
<p>1. Register at <a href="http://www.mixamo.com/c/adventure">www.mixamo.com/<wbr />c/adventure</a> for the contest to get access to Mixamo&#8217;s tech for      your entry and create your WIP thread on <a title="Polycount Forums - Mixamo Adventure Character Contest" href="http://www.polycount.com/forum/showthread.php?t=120770" target="_blank">Polycount&#8217;s forums</a>.</p>
<p>2. Model an adventure character using any 3D package you want. (Your model must be under 20,000 triangles, including everything except background elements or pedestals.)</p>
<p>3. <a title="Mixamo Auto-Rigger" href="http://www.mixamo.com/c/auto-rigger" target="_blank">Auto-Rig</a> and <a title="Mixamo Motion Collection " href="http://www.mixamo.com/motions" target="_blank">animate</a> it using Mixamo&#8217;s Auto-Rigger and at least one animation of your choice.<br />
<a href="http://blog.mixamo.com/wp-content/uploads/2013/05/adventurer_character_example2.png"><img class="alignright  wp-image-3217" alt="adventurer_character_example" src="http://blog.mixamo.com/wp-content/uploads/2013/05/adventurer_character_example2.png" width="144" height="274" /></a><br />
4. Submit your entry by using the submission guidelines below.</p>
<p><span style="color: #ffffff;"><strong>Submission Guidelines:</strong></span><br />
Please submit all images as JPG files.<br />
Dimensions of every image you submit can be up to 1000px x 1000px and no larger than 500k for file size.<br />
Please include the following images and use this specific naming convention:</p>
<p>FirstName_LastName_BeautyShot.jpg<br />
FirstName_LastName_PresentationShot.jpg<br />
FirstName_LastName_ConstructionShot<br />
FirstName_LastName_ExtraShot01&#8230;02&#8230;03…etc.</p>
<p>When you’re ready to submit your character please <a href="http://www.polycount.com/forum/showthread.php?t=120770" target="_blank">create a final thread on Polycount</a> entitled, &#8220;Final Submission &#8211; [Your Character's Name or Description]&#8221; and include all of your final rendered .jpg images. When that is complete send an email to contests@mixamo.com with the link to your Polycount thread containing your submission. Please submit your character no later then <span style="color: #ffffff;">Sunday July 7th, 11:59:59 pm PST.</span></p>
<p><span style="color: #ffffff;"><strong>Beauty Shot:</strong></span><br />
Use this image to showcase your character in the best way possible. Show your character from different angles or one full image, be creative. You can include Background elements, matte paintings, post effects and anything else.</p>
<p><span style="color: #ffffff;"><strong>Presentation Shot</strong></span><br />
This image must contain one full front pose and one full back pose of your character. Post effects from 3d softwares or 2d programs like Photoshop are NOT allowed in this image. No Lens Flares, Fog, Smudge Tool, Paintovers etc. The only adjustments allowed are: Brightness/Contrast, Levels, Sharpness, Color Balance, Curves, and Hue/Saturation.</p>
<p><span style="color: #ffffff;"><strong>Construction Shot</strong></span><br />
This image should depict how your character was made. The image must contain at least one wireframe shot. You may also include shots like: high res models, multiple angles or just one big wire frame shot.</p>
<p><span style="color: #ffffff;"><strong>Optional Extra Images</strong></span><br />
You are free to submit up to 10 extra images of your choosing. Can be whips, construction shots, area specific highlights, texture sheets, concepts, etc.</p>
<p><span style="color: #ffffff;"><strong>Contest Judges:</strong></span> For this contest our judges will be Stefano Corazza, CEO and Co-founder of Mixamo. Jason Patnode, Maya Coordinator at Academy of Art University, Joshua Kinney, Lead Game Development Tutor at Digital-Tutors. Mark Deloura, Game Technology Consultant and Ed Fries, Former Vice President of Microsoft Game Studios.</p>
<p><span style="color: #ffffff;"><strong>Rules</strong></span><br />
By submitting to the Mixamo Contest you agree that you did all the hard work and didn&#8217;t buy the character online or steal the images. Submitting stolen images or a copyrighted character is in direct violation of our rules and probably some laws. Doing so will get you disqualified, and totally shamed by your peers.</p>
<p><span style="color: #ffffff;">WINNINGS:</span> The prize winning submissions will be awarded their respective prizes listed. Cash prizes are delivered via Pay Pal or Mailed Check on request.<br />
<span style="color: #ffffff;">ADDITIONAL PRIZES:</span> Sweet new prizes can and may be added to the already present present price list, so please keep watch.<br />
<span style="color: #ffffff;">CONFIDENTIALITY:</span> Your privacy and data is sacred to you and us and will never be violated. But if you want the full confidentiality legal stuff, visit http://www.mixamo.com/home/legal</p>
<p>Now that you know the rules and submission guidelines it’s time to start creating, best of luck to you and we are looking forward to seeing what you create!</p>
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		<title>Costume Design Character Contest Winners Announced</title>
		<link>http://blog.mixamo.com/featured/contests/costume-contest-winners/</link>
		<comments>http://blog.mixamo.com/featured/contests/costume-contest-winners/#comments</comments>
		<pubDate>Thu, 11 Apr 2013 23:19:04 +0000</pubDate>
		<dc:creator>Ty Clark</dc:creator>
				<category><![CDATA[Contests]]></category>

		<guid isPermaLink="false">http://blog.mixamo.com/?p=3039</guid>
		<description><![CDATA[Mixamo&#8217;s 4th character contest in collaboration with Houdini and Polycount has finished with some stunning projects to show. Participants were asked to put their imaginations to the test by modeling any character they desired while designing additional outfits to match. After the model was completed participants then uploaded their characters to Mixamo to be Auto-Rigged [...]]]></description>
				<content:encoded><![CDATA[<p style="text-align: left;">Mixamo&#8217;s 4th character contest in collaboration with Houdini and Polycount has finished with some stunning projects to show. Participants were asked to put their imaginations to the test by modeling any character they desired while designing additional outfits to match. After the model was completed participants then uploaded their characters to Mixamo to be Auto-Rigged and animated. The final step of the contest was to implement realistic cloth simulation to animate their outfits using Houdini&#8217;s technology. This was a highly technical contest that required skills across multiple 3D disciplines to complete, so without further ado here are the contest winners.</p>
<div style="text-align: center;"><span style="color: #ffffff;"><b><b>1st place and community favorite</b></b></span></div>
<div style="text-align: center;"><span style="color: #ffffff;"><b><b></b></b><strong></strong><b>Nicolas Garihe </b></span></div>
<div style="text-align: center;"><strong>Prize: </strong></div>
<div style="text-align: center;"><strong>$1000 cash, </strong><strong>1500 Mixamo credits, </strong><a title="Houdini FX License" href="http://www.sidefx.com/index.php?option=com_content&amp;task=view&amp;id=1021&amp;Itemid=270" target="_blank"><strong>Houdini FX License</strong></a></div>
<div style="text-align: center;"><strong> Feature interview on </strong><a href="http://www.polycount.com/" target="_blank"><strong>Polycount News</strong></a></div>
<div style="text-align: center;"><strong> 1 year subscription to cmiVFX</strong></div>
<p><iframe style="padding-left:12px;" width="560" height="315" src="http://www.youtube.com/embed/GxvkP6O0bZA" frameborder="0" allowfullscreen></iframe></p>
<div style="text-align: center;"><span style="color: #ffffff;"><b>2nd place</b></span></div>
<div style="text-align: center;"><span style="color: #ffffff;"><strong>Jim Gaczkowski </strong></span></div>
<div style="text-align: center;"><strong>Prize: <b></b></strong></div>
<div style="text-align: center;"><strong>$</strong><strong>500 cash, </strong><strong>1000 Mixamo credits</strong></div>
<div style="text-align: center;"><strong><a title="Houdini FX License" href="http://www.sidefx.com/index.php?option=com_content&amp;task=view&amp;id=1021&amp;Itemid=270" target="_blank">Houdini License</a>, Access to cmiVFX&#8217;s</strong></div>
<div style="text-align: center;"><strong>complete set of Houdini tutorials</strong></div>
<div></div>
<div></div>
<p><iframe style="padding-left:12px;" width="560" height="315" src="http://www.youtube.com/embed/BWEErmYpGrc" frameborder="0" allowfullscreen></iframe></p>
<div style="text-align: center;"><b><span style="color: #ffffff;">3rd place</span></b></div>
<div style="text-align: center;"><b><b></b></b><span style="color: #ffffff;"><strong></strong><strong>Andrey Bilichenko</strong></span></div>
<div style="text-align: center;"><strong>Prize: </strong></div>
<div style="text-align: center;"><strong><b>$250 cash, </b></strong><strong><b>500 Mixamo credits, </b></strong><a title="Houdini FX License" href="http://www.sidefx.com/index.php?option=com_content&amp;task=view&amp;id=1021&amp;Itemid=270" target="_blank"><strong>Houdini License</strong></a></div>
<div style="text-align: center;"><strong>Access to any one cmiVFX tutorial video of your choice</strong></div>
<div style="text-align: center;"></div>
<p><iframe style="padding-left:40px;" src="http://player.vimeo.com/video/61995875" width="500" height="333" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>
<p><a href="http://vimeo.com/61995875">Mixamo/Houdini/cmiVFX Costume Design Contest Entry</a> from <a href="http://vimeo.com/user17100172">Dryulya</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p><a href="http://vimeo.com/61974795">SideFX/Mixamo/Polycount Costume Design Contest entry</a> from <a href="http://vimeo.com/user17109266">Denis Kozlov</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>&nbsp;</p>
<div style="text-align: center;"><b><span style="color: #ffffff;">Best Custom Character</span></b>:</div>
<div style="text-align: center;"><strong><span style="color: #ffffff;">Denis Kozlov</span></strong></div>
<div style="text-align: center;"><strong>Prize: <b>$250 cash </b></strong></div>
<p><iframe style="padding-left:40px;" src="http://player.vimeo.com/video/61974795" width="500" height="281" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe>
<p><a href="http://vimeo.com/61974795">SideFX/Mixamo/Polycount Costume Design Contest entry</a> from <a href="http://vimeo.com/user17109266">Denis Kozlov</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p><a href="http://vimeo.com/61995875">Mixamo/Houdini/cmiVFX Costume Design Contest Entry</a> from <a href="http://vimeo.com/user17100172">Dryulya</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Mixamo would like to thank our partners Houdini, Polycount and our talented communities for taking on this challenge. The amazing art created motivates us to continue hosting more contests like these. Check back on our site and on the Polycount forums to learn about our next contest that will be starting at the end of April!</p>
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		<title>Electric Image and Mixamo</title>
		<link>http://blog.mixamo.com/mixamo/electric-image-and-mixamo/</link>
		<comments>http://blog.mixamo.com/mixamo/electric-image-and-mixamo/#comments</comments>
		<pubDate>Wed, 03 Apr 2013 16:19:35 +0000</pubDate>
		<dc:creator>Bruce Hazelton</dc:creator>
				<category><![CDATA[Customers]]></category>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Industry Talk]]></category>
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		<guid isPermaLink="false">http://blog.mixamo.com/?p=2998</guid>
		<description><![CDATA[As a child I commandeered my father’s Standard 8 cine camera and started making silent movies. When I worked in a TV / Video shop I borrowed the cameras to make mini epics. When I got a job at a video production company as the administrator I was ecstatic. Until the MD told me I’d never [...]]]></description>
				<content:encoded><![CDATA[<div>As a child I commandeered my father’s Standard 8 cine camera and started making silent movies. When I worked in a TV / Video shop I borrowed the cameras to make mini epics. When I got a job at a video production company as the administrator I was ecstatic. Until the MD told me I’d never work in production.
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<p>I like to think that was his interpretation of reverse psychology. Anyhow, when I left seven years later I was the Production Director, in charge of everything that left the building.</p>
<p>A few years after that I saw Final Cut Pro at a broadcast exhibition and my jaw hit the floor.  No ridiculously expensive SCSI drives. No massively costly breakout board and capture hardware. Just a laptop, a DV camera and a Firewire cable. I was stunned.</p>
<p>A couple of years later, I had all the toys; laptop, Final Cut Pro, DV camera, tripod, lights, mic &#8212; you name it. I was sorted. Only my first child had just been born and I no longer had hours of expendable time.</p>
<p>Just as everything became affordable, I no longer had the time to justify spending hours tinkering with my new toys.</p>
<p>A few years after that, my oldest friend and best man, who happens to run a drama school, asked me to play a part in one of their video productions. I remember quite distinctly being stood on set, looking at the activity around me and thinking <em>I really miss this</em>.</p>
<p>And then I had a brainwave. My children were now 6 and 4 years old and certainly mature enough to act. We started making home movies. Not the sort of movies where everyone’s round the barbecue. No. The sort where a killer robot enters the house and the children have to escape and then destroy it. Cool.</p>
<p>For the next adventure, my son &#8211; who was now 8 or 9 &#8211; came up with a storyline;</p>
<div>• Injured alien crash lands in garden</div>
<div>• Kids befriend alien and help him recover</div>
<div>• Enemy aliens turn up and abduct alien and my daughter</div>
<div>• My son follows them back to their home planet</div>
<div>• Rescues his sister and the alien</div>
<p>And I stupidly said “Let’s make it!”. Three years later, I’m still in post production hell. There are scenes involving space dog-fights, swarms of alien sand spiders and lots of aliens &#8211; Toxicans as we called them.</p>
<p>The only problem with this is that I could only afford two costumes. So all of the other Toxicans had to be either double exposed / split screen or CG. Shooting double exposed footage is tricky enough with adults, let alone nine-year-olds. So I modelled a CG Toxican and imported him into my favourite 3D package &#8211; Electric Image.</p>
<p>I’ve been using Electric Image for some years now and find it a joy to use; for some reason I just couldn’t get on with 3D Max and Maya; possibly because at my age I’m running out of patience to learn new stuff.</p>
<p>And Electric Image just seems to produce really life-like renders at the speed of light. The renderer is a separate, unprotected application so you can render-farm all you like. The kids aren’t pleased with Daddy when they can’t go on Minecraft because a space battle is rendering on their Mac but hey, you guys came up with the plot, what can I do&#8230;?</p>
<p>So, many hours later I’ve created a bone hierarchy and started animating and it’s no good, I just don’t get enough practice at this stuff. By now the premier is looming (we booked a screening room, stretch limo, sent out invites) and I’m rapidly abandoning shots because my animation just isn’t up to scratch.</p>
<p>During an email exchange in the small hours of the morning my saviour at EIAS, Tomas Egger, mentions in passing something called Mixamo. I reluctantly ask what it is. He tells me in his broken English. I’m not much wiser. I Google Mixamo&#8230;</p>
<p>And for the second time in my story my jaw hit the floor. I was absolutely astonished &#8211; and delighted &#8211; by what these guys had done. So I could upload my Toxican as an .obj file and it would automatically create a skeleton? In about two minutes?</p>
<p>Better than that, I could browse a library of pre-captured motion-captures and just apply them to my model. In real time. And combine actions to create longer sequences.</p>
<p>Once I’d picked myself up off the floor I quickly got to work. It wasn’t immediately obvious how to use the motions in Electric Image but my friend Tom came to the rescue again. He supplied me with screen-shots and instructions as to how to make it work, and work really elegantly.</p>
<p>So for all those Electric Image die-hards out there &#8211; and I know there are thousands upon thousands of you &#8211; here is how to use Mixamo and Electric Image together to get really convincing movement into your scenes, rendered and out into your production line lickety-split. Enjoy!</p>
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		<title>Confessions of a Game Jammer</title>
		<link>http://blog.mixamo.com/mixamo/confessions-of-a-game-jammer/</link>
		<comments>http://blog.mixamo.com/mixamo/confessions-of-a-game-jammer/#comments</comments>
		<pubDate>Wed, 20 Feb 2013 20:09:07 +0000</pubDate>
		<dc:creator>Arjun Prakash</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Industry Talk]]></category>
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		<guid isPermaLink="false">http://blog.mixamo.com/?p=2903</guid>
		<description><![CDATA[It takes a special kind of person to readily to go to a Game Jam. These events usually are 48-hour crucibles that push mental endurance to the limits and to willingly give up two days in order to co-create a video game with a collection of strangers and friends. Ultimately, jammers come away with an [...]]]></description>
				<content:encoded><![CDATA[<p>It takes a special kind of person to readily to go to a Game Jam. These events usually are 48-hour crucibles that push mental endurance to the limits and to willingly give up two days in order to co-create a video game with a collection of strangers and friends. Ultimately, jammers come away with an unparalleled feeling of accomplishment and an electric pulse that will leave one hungering for more. In addition, the camaraderie of fellow game jammers will flourish into close friendships lasting for years to come.</p>
<p><a title="Global Game Jame Homepage" href="http://globalgamejam.org/" target="_blank">The 2013 Global Game Jam</a> in San Francisco was no different. The event took place in a co-working space in the heart of downtown SF. Upon arriving at the jam, I knew I was amongst my own people. The folks that had gathered were all craftsman in their own<code></code> right, be that in code, art or design. After the usual pleasantries of meet and greets, we broke off into smaller groups, all ranging from single lone rangers to massive tribes of ten. Personally, I had found fellowship with a motley crew of three other characters. Maybe it was written in the stars, maybe it was just luck of the draw, but over the next three days we would come together as a tight-knit team. In the end, our collaboration produced a game that received a number of accolades from our fellow jammers.</p>
<div id="attachment_2914" class="wp-caption aligncenter" style="width: 460px"><a href="http://blog.mixamo.com/mixamo/confessions-of-a-game-jammer/attachment/ping_1-2/" rel="attachment wp-att-2914"><img class="size-full wp-image-2914 " src="http://blog.mixamo.com/wp-content/uploads/2013/02/ping_11-e1361215280529.png" alt="" width="450" height="270" /></a><p class="wp-caption-text">Screen capture of PING game play</p></div>
<p>At the core of any game jam lies a theme meant to serve as the seed for a game’s creative start. This year’s GGJ theme was an audio clip of a beating heart. The key with any theme is not to take it literally, but to explore the fringes of what it could represent. After an hour or two of scheming, we had settled on a collection of ideas for the start of our entry. Taking the concept that a heart beat was a continuous signal; we chose to create a space horror survival game where the player is stranded in a pitch-black maze. The only guide for further progression is a constant “ping” or signal beckoning the player to proceed forward. It was decided upon early that there should be a feeling of helplessness as players move through the experience. To make our lives easier &#8212; and for effect &#8212; we designed our game mechanics so that the player would never be able to fight his enemies back but would only be able to run. We then came up with a quick concept art sketch to get the team’s mind on a single track; this also provided further inspiration as the jam progressed.</p>
<p><strong><span style="color: #4390ca;">What Went Right</span></strong><br />
From early on, what drew our team together was that we were going to use Unity 3D as the basic building block for our game jam entry. Unlike most of our fellow game jammers, the team had their heart set on creating a fully interactive 3D game with characters and environments. This is also what set our entry apart from the rest. A fully walking, running and jumping 3D character is no small achievement, but, thanks to a fellow game jammer, we discovered <a title="Mixamo Homepage " href="http://www.mixamo.com/" target="_blank">Mixamo</a>&#8216;s character animation technology. After reviewing the basic setup required by this animation service, we had a fully rigged and working character in less than four hours. Once the basic setup was completed, the team was able to choose from a huge library of motion capture data. Using the pre-made scripts provided by Mixamo made the integration of the animation as simple as dragging and dropping items within the Unity interface. It was also a godsend that one of the key developers of Mixamo was on hand to answer any of our questions and help work through any issues that might come up. This in turn left our team to focus on the task of creating an experience instead of worrying about the minutiae of technical details.</p>
<p>The second major contributing factor of the overall success of the game was the visual and audio ambiance that was achieved. It has been said horror is more about what is what your eyes cannot see than what it can. By creating a contrast of light and darkness, the player was left with a sense of helplessness and fear. This was the basic core of emotion that the team wanted to convey in the overall experience. In addition, the team was able to provide a music and effects soundtrack that perfectly complemented the bleak settings portrayed in the game.</p>
<p><strong><span style="color: #4390ca;">What Went Wrong</span></strong><br />
Like any game jam, time is both the principal strength and weakness. Although we were able to achieve a lot of the basic gameplay that was initially conceived, a majority was left out due to a sheer lack of time. Areas that we wished we could have explored more were a more substantial use of the light in the game as well as a better AI and Enemies. Maybe someday, we as a team will get together and try to flush out a more comprehensive experience. This could be very much be a Kickstarter in the making &#8212; a boy can dream…</p>
<p>In the end, we were proud of what we accomplished in such a short amount of time. It was due in part to the technology we used while the sheer skill of our fellow team members made up for the rest. What made everything truly worthwhile was seeing complete strangers become so engrossed in something you had put your heart and soul into. With that, I can only say for anyone that has ever thought about attending a hackathon or game jam, go do it. Go do it now! Once you have threaded that needle, you will come out a changed person and all for the better.</p>
<p>To play the game make sure you have the <a href="http://unity3d.com/webplayer/" target="_blank">Unity web player</a> installed and click <a title="PING the Game" href="http://techiealex.com/ggj13/ping.html" target="_blank">here</a>.</p>
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