7th April 2017. We joined the team at Imaginarium for a day of fun (and work) at their Mocap studio in London. Together we are working on an Innovate UK supported "Total Capture" project with University of Surrey.

The main goal of today's session was to obtain raw and processed mocap data, which will allow us to test our up-and-coming dynamics animation playback in various scenarios. We were especially interested in situations where existing motion capture systems struggle, such as occlusion, collision and multiple interacting characters. While current solutions fail to achieve continuity and correctness of skeletal characters in such cases, the introduction of Carbon physics guarantees robustness and physically correct behavior.

Our software and the overall project, which will end later this year, are progressing very well and we are excited to be "making characters more believable" with our ever-expanding product line.

More updates in the coming months...

24th March 2017 - Congratulations to Double Negative for the great effects in Life. Including Calvin the alien, which was simulated with Carbon's tetrahedrons.

1st March 2017. We have had several requests from customers to provide a way to allow Carbon cloth to be shaped by other Houdini solvers. So after some head scratching, we wanted to share with you a sneak peek of an exciting new feature we are developing for Carbon Cloth. This "Override" feature allows the cloth position to be overridden by the position of another mesh, on a frame by frame basis, in one of two ways.

1)  Pre-override - where the target mesh is provided to the solver, which then attempts to move the cloth to the target position, but within the limits of the cloth mesh constraints. In this case the result is physically correct, but the cloth may not reach the target position during the frame.

2) Post-override - where the target mesh is used after the cloth solve on a given frame to move the cloth mesh positions to be the same as the target mesh positions. In this case the resulting cloth will match the target, but will not be physically correct and there will likely be some cloth mesh distortion. Also need to be careful not to infringe collision and self-collision.

The target mesh can come from anywhere and can for example be generated by other Houdini solvers.

Below is sneak peak video from our development test bed showing the Override in action.

  • All the cloth movement here is coming from the solver trying to match the cloth to the target mesh. 
  • The target mesh is represented by the white dots and when the cloth is green, pre-override is being used and when the cloth is red, post-override is activated.
  • Note how the red cloth and the white dots are always in the same place, but the green cloth and the white dots are not.
  • The target mesh control is on a per frame basis and so the white dots are never too far out of position relative to the cloth as that is the distance you are aiming to move the cloth in just one frame.
  • The override is applied on a frame basis, so it can be used or not used or switched seamlessly from pre-override to post-override as shown in the example.
  • In this example the override target mesh white spots is generated by a displacement algorithm using the current pose of the cloth and a simple animated field (orange dots). The override target mesh can be provided in many ways.

We still have to figure out how to integrate this into the Carbon plug-in for Houdini, so it will be a few weeks before it gets into the product - but its coming....

21st February 2017 - We are pleased to announce that the Carbon Plug-in is now available for Houdini 16 on both Windows and Linux.
We recommend using Carbon with Houdini 16.0.528 or later, as earlier versions used a build of TBB with a memory bug in it.

29th January 2017 - Congratulations to Rodeo FX for the great visual effects in Black Sails  - Season 4 , 
including the ship sails that were simulated with Carbon.

12th January 2017 - We'd like to welcome our first Carbon customer down under. 
Animal Logic has become the latest major studio to license Carbon.
We look forward to enjoying the great work they produce with Carbon over the coming years.

18th November 2016 - Congratulations to Double Negative for the great visual effects in "Fantastic Beasts and Where to Find Them". Double Negative's technical artists are using Numerion's Carbon on a number of shows including, Fantastic Beasts and Where to Find Them, Miss Peregrine's Home for Peculiar Children, Assassin's Creed and Wonder Woman. Visual effects being created with Carbon include hero clothing closeups, feathers and vegetation.

21st September 2016 - Congratulations to Change of Paradigm on the launch of their e-commerce website displaying 3D simulated clothing.
MIXIMALISTE brings you exclusive collections from coveted designers one at a time.

1st September 2016 - We are pleased to announce the availability of the latest Carbon Plug-in build, which has some exciting new features.

1) Houdini 15.5 now supported. Our latest build now supports Houdini 15.5 and includes both python 2.6 and python 2.7 support.

2) NEW Carbon SOP Simulation nodes allow you to run Carbon with the Houdini standard license (rather than needing the more expensive FX license). Also the SOP nodes are much more artist friendly. The Carbon SOP Simulation has initially a smaller feature set than the DOP equivalent (no Carbon Plumage, Actor, Draping or Joint nodes for now), and is a little slower, but is way more Artist friendly with the ability to directly paint parameters maps and select constraint points from the relevant Carbon nodes. There are links inside the documentation to the SOP examples when they are available.

3) An exciting new feature is the ability to use the Carbon Binding node between two soft objects (Cloth/Cloth, Cloth/Tetra or Tetra/Tetra), allowing you to add things such as pockets onto garments without requiring matching points or tessellation on the geometry underneath. Check binding.hip for a Cloth/Cloth attachment example.

4) NEW Carbon Welding parameters now allow springy attachments between Cloth and Rigid Body objects. The new Carbon Welding Actor/Soft mode allows to tether Carbon Cloth or Tetra to the world without the need for a Carbon Collider. Look at the modified welding.hip file for an example.

5) You can now animate the Binding/Stitching/Welding/Seaming/Draping point groups and parameters, so its possible to emulate effects such as tearing, temporary pinning, ... etc. Check out the stitching.hip file for an example of a tearing effect.

In addition we have added a few general fixes, and various other improvements to all our constraints.

If you would like to evaluate this latest release please contact us -  This email address is being protected from spambots. You need JavaScript enabled to view it.