Maxon Computer, Inc. Mocca for R10 3.1

Platform: MAC, WINWinMacMedia: CDGrade:A

Maxon Computer, Inc. Mocca for R10
Part#EditionPriceJust a Spacer Image
10075774WIN$565.00
10075775MAC$565.00
Please Note: Pricing and availability are subject to change without notice.



What's New in MOCCA 3?

    There's been lots of changing to CINEMA 4D's character tools. The new joint system makes animating with MOCCA 3D child's play!

    Joints and new IK algorithm : Joints have lots of advantages over bones. Whereas before bones needed to be placed manually and the joints resulting had no properties, now joints are placed and the resulting bone skeleton is automatically created including properties i.e. the default flexing of a knee of elbow. There's now less need for additional helpers such as up vectors or goals and problems like gimbal lock or flipping joints are eliminated with this new system.
    Auto Weighting : Autoweighting saves a lot of time and gets your character ready to animate faster than manually weighting. Autoweighting is based on the skeleton and the binding connects mesh, deformers and bones which creates a weight map that only needs minor retouching.
    Muscle simulation : Muscles add that extra realism to character animation and with MOCCA 3 it's made easy. Simply pin the muscle to the parts you want it to be affected by and then animate. The muscles get automatically driven by your animation and will deform the skin of your character for a more natural look.
    ...and much more: MOCCA 3 gives you plenty for your investment. There's improved morphing tools, visual selector for quicker access to your character's handles, VAMP for transferring parameters from one mesh to another (even with different topology) such as skeletons, weight maps, selections, morphs, Uvs and vertex maps and much more!
    Character Rigging
    There's loads of tools in MOCCA 3 for easy rigging. Joints are the way forward. Just choose where the joints should be in your character and MOCCA will figure out the flexing defaults automatically. Joints don't even need to be placed in a specific hierarchy!
    The new auto weighting and binding options makes a character animators life so much easier. It will save you hours of work compared to manual weighting. New constraint options and spline IK help create a flexible and powerful character rig. Face or body morphing is easier than ever before.
    Rigging is now 50% faster and much more flexible.

    Muscle system
    In MOCCA 3 it's not only the skeleton that deforms the mesh, it's muscles too. Having muscles under the skin of your character automatically creates much more realistic animation.
    Muscles are 'pinned' to the skeleton and act just like ligaments do in real life. Then the muscles are automatically animated by the movement of the skeleton. If you want to adjust the contraction or relaxation states of the muscle that easy to do by adjusting muscle parameters.

    Morphing
    Every morphing problem can be solved with the MOCCA 3 toolset. It's easy to set up facial morphs or body morphs and morphes require little memory to store. MOCCA 3 offers absolute, relative and rotational morphs. The morph works great in conjunction with other CINEMA 4D and MOCCA tools like Visual Selector and HUD.

    Clothilde
    What would a real character be without proper clothing? - Clothilde, your digital tailor, provides needle and yarn to dress your character with style.

    Clothilde is an amazingly powerful clothing solution, which is very easy to use - just like everything in CINEMA 4D. Cloth can have any sort of characteristics, such as stiffness, flexion or friction. Cloth can stretch or break, just like any real fabric would do, be it wool or satin, cotton or silk. Also aerodynamic forces can influence cloth and create stunning animations. Cloth can even collide with defined elements of your scene and as well with itself. Cloth NURBS (comparable to HyperNURBS) smoothes your cloth, so low resolution geometry can be used ensuring speedy workflow. Plus - you can even add thickness to the fabric. Thanks to the effective algorythms, most simulations can even be viewed in real-time in the editor.

    Clothes are more than just cloth. Clothilde has all the tools on board to make you a digital Armani (or whatever brand you prefer) - Dress-O-Matic. Design the very basic shape of a shirt or a dress with just a few polygons and then use the amazing new modelling features of CINEMA 4D to modify it by stitching and sewing the seperate parts together. It's time for Dress-O-Matic. This tool is responsible for the perfect fit of your design. Tight or loose - however you prefer it. You can even belt a dress or trousers to a character's geometry! Maybe it's time to visit your local News Agent for the latest fashion magazines and the hottest patterns for sewing.

    Visual Selector
    Even with CINEMA 4D's layers and hierarchies to tame your scenes, when it comes to character animation you still need quicker and easier access to handles and controls for your characters. Visual Selector gives you quick and easy access to handles and controls without having to sift through long lists to find them.

    To start, just use the standard visual selector image or create your own custom one. Then place the respective symbols on top via drag-and-drop. You can add handles, morph tags, cameras and more.

    Cappucino
    Break out of the keyframe box with Mocca's Cappucino tool. With Cappucino you can quickly "sketch" character animation in real-time. As your animation and soundtrack play, you can use your mouse or graphics tablet to manipulate any number of 3D objects and create a rough motion track that can be refined as your scene progresses.

    Capture the entire animation at once, or focus on individual objects while the rest of the scene plays back for reference. A keyframe reduction tool helps to tame the abundance of keyframes created by Cappucino or your motion capture application.

    What's New in 3.1 for Cinema 4D R10.5?
    The MOCCA module's character animation tools have been extensively fine-tuned for Release 10.5. Some of the most dramatic changes are the addition of new Jiggle, Squash and Stretch and Cluster deformers, plus improved weighting and vertex map painting.

    In addition to the major improvements mentioned above, MOCCA’ has been given numerous smaller tweaks based on user feedback. Among these are improved joint alignment and Spline IK behavior, enhancements in the Bind tool and better display of polygon bones.

    DVD Training Advanced Character Rigging
    In addition to the multitude of video tutorials already made available for Release 10, MAXON is proud to introduce a brand new training DVD for Release 10.5!

    Together with the French character animation specialists at WiPix, more than five hours of high-quality instruction on rigging and animating a character was created.

    Eleven chapters of in-depth instruction ranging from creating the first joints to IK setup and weighting are included. This is all crowned by the creation of a complete walk cycle - an essential skill for all burgeoning character animation professionals working with CINEMA 4D's MOCCA to create high-end animations.

    New Deformers
    • Jiggle: CINEMA 4D R10.5 includes powerful new deformers for character animation, including a Jiggle Deformer for easily creating secondary motion without bones or joints. Simply apply the Deformer to an object and you will automatically see the object react with secondary motion. You can refine the effect using vertex maps and parameters for defining stiffness, structural integrity and drag. You can even specify falloff, just as you can with MoGraph Effectors.
    • Squash and Strech:The Sqash and Stretch Deformer helps animate objects that should adhere to the basic principals of character animation but themselves do not have to be rigged, e.g. a bouncing ball. This Deformer's numerouns settings allow for very accurate control of the object's animation behavior and look, e.g. a bouncing ball will become wider and more flat when it impacts on a surface and will stretch and narrow when repelled.
    • Cluster: The Cluster Deformer links a point selection or vertex map to another object so a null can be used to transform the points. Because the Cluster Deformer and joints use separate weighting you can easily animate additional areas of a model without adjusting the overall rig. And because it is a separate Deformer it can be applied before or after other Deformers, such as Skin. Clusters can be very useful in facial animation and offer a more consistent workflow in conjunction with other 3D applications.
    • Point Cache: With the Point Cache Tag and Deformer you can store the results of deformers and simulations such as Cloth and dynamically apply them via the same falloff parameters as the MoGraph Effectors. This allows you to easily deform a simulated mesh or mix between two simulations. Caching the point data also allows you to remove entire rigs and simulations from a scene for faster workflow and more reliability when rendering across a network.

    Squash and Stretch
    One of the fundamental principles of character animation is squash and stretch, a technique used to show dynamics and speed. Until now, adding squash and stretch to characters could be a somewhat tedious process.

    In Release 10.5, squash and stretch settings are included within IK tags and the Skin Deformer to easily add squash and stretch dynamics to a fully rigged character. For simpler applications you can apply the new Squash & Stretch Deformer directly to the object.

    You can easily control Squash & Stretch with parameters and falloff to create realistic or comical effects. The deformer always maintains a uniform volume so your characters never appear to be growing or shrinking for a consistent look to your animations.

    Paint Tool and Improved Weighting
    Vertex and weight maps are used throughout CINEMA 4D to control how various effects are applied.

    Release 10.5 includes a new comprehensive tool for painting vertex maps, with additional paint modes such as Blur, Bleed and Intensity. Save time by painting weight symmetrically on both sides of a model and work faster with graphics tablets using pressure sensitivity.

    Users of the MOCCA module will also benefit from enhancements to joint weighting, including a new Symmetry painting mode. Multiple weight tags can be used to accommodate different character animation tasks, and can be blended as necessary with a simple slider. A new option in the weight tag also makes it easy to clean up a rig by removing joints that don't have any weight applied.


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