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AdonisFX 2.1 Beta 2 is available to download

Completing the anatomy transfer system, with AdnMush improvements across all solvers.

AdonisFX 2.1 Beta 2 is available to download

Completing the anatomy transfer system, with AdnMush improvements across all solvers.

adnFX21_beta2_02

Beta 2 for AdonisFX 2.1 is out, and the anatomy transfer system is now complete. Slap a bear's musculature onto a greyhound. Give your dinosaur the legs of a chicken. See what happens when you take a creature you know and put it in a body it was never meant to have. We'd love to see what you can build. Check out the full highlights below for what else is in this release.

Anatomy transfer: the complete system

In Beta 1, we shipped the foundational tools for topology-independent anatomy transfer: AdnRadialWrap, AdnClosestFit, and AdnPointLocator. You can read more about those here. Beta 2 adds the remaining pieces and brings everything together into a single workflow.

AdnTransfer provides a complete workflow for moving anatomy geometry from one character to another. You follow a predefined sequence, or work with the component tools directly if your pipeline calls for it. It moves a full rig, including geometry, to a new character by mapping the underlying anatomical correspondence between them. Most vertebrates share the same structural logic: a horse's hindlimb and a human leg have the same bones, the same muscle groups, the same tendon paths. The proportions and topology differ, but the underlying structure maps. That's what makes it possible to put a quadruped's hindquarters onto a biped, or take the forelimb musculature of one creature and attach it somewhere it was never meant to go.

 

Two new deformers sit at the core of the transfer system:

  • AdnRigidWrap attaches a mesh to one or more target meshes. Each point locks to the closest location on the targets and follows their animation, preserving its initial offset throughout.

  • AdnSoftWrap wraps a mesh around animated targets by blending influences from nearby areas within a defined radius. Where RigidWrap produces precise attachment, SoftWrap handles the tissue in between, producing continuous soft deformation across the whole mesh.

The Landmark Tool (Maya) gives you a dedicated UI for placing and configuring the landmark pairs between source and target meshes used by AdnRadialWrap. Landmark correspondence is set visually, directly on the meshes.

AdnMush improvements

AdnMush preserves fine anatomical surface detail, like ribs and muscle striations, through deformation while reducing skinning and post-simulation artefacts. In Beta 2, it runs inside all solvers as part of the solve itself, so the output is cleaner without an additional node in the deformation stack. It remains available as a standalone post-process node for shot-level corrections where you need to work without re-running the simulation.

For artists using Turbo, the generated rig now uses AdnMush for artefact correction. A skin cluster that would previously have needed significant cleanup comes out of Turbo looking substantially better, so the gap between your starting point and something worth showing a supervisor is smaller than it's ever been.

Feedback

This is a beta, so your experience with these features in production conditions is what we need. The anatomy transfer system in particular is new territory: we want to know how AdnTransfer holds up across different character types, where the workflow breaks down, and what edge cases we haven't covered. Let us know in the forum. We'll be active throughout the beta period.

Try it for yourself

Download the 2.1 beta today and let us know how you get on.

AdonisFX has a free 30-day trial - just download the software, install it, and you’ll get started right away.

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