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Patch-based animation allows smooth, flexible
movement.
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Complex movements are simplified; unique bones
motion offers lifelike bouncing and twisting.
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Complete skeletal and muscle control features.
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Inverse Kinematics (IK) for creating skeletal
based motion.
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Character animation with lip-synch made easier.
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Stride length to prevent a character's feet or
tires from slipping as they move.
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Action Overloading; applying layers of Actions to
a character so that it can "walk", "talk", and "clench" its fists
simultaneously.
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Action Range; choose only a range of frames, Hold,
or Wait from an Action
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Rotoscope facial movement in Muscle with sequenced
backgrounds.
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Poses.
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Lock Bones.
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Sophisticated Key frame controls.
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Many different kinds of real-time constraints
for perfect anchoring, picking up objects, and animated paths; Including: Aim
At, Kinematic, Path, Translate To, Orient like, Aim Roll At, Spherical Limits,
Surface, Scale Like and Scale to Reach.
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Flocks, Crowds and Swarms
Powerful Channel Based motion control.
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Scrub Bar.
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Action Undo.
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Action Objects;for animating props, even other
characters seamlessly within an action.
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Force Objects;apply dynamic forces any way you
like.
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Rotoscoping
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Action Blending
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Copy/Paste Mirrored Action
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Pose Sliders (frame ranges can be saved in a
pose).
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Kinematic Rotational Stiffness
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"Continuous Play" Scrubbing
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Animated Camera Rotoscopes
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Onion Skinning
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Kuper camera motion data import
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Hard and Soft Body Dyanmics; including cloth,
springs, masses and collision detection between objects.
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Automatic assignment of geometry to bones
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Smartskin for perfect joints
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Relationships for creating smart characters.
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Weighted CP blending
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Animated distortion boxes