BASIC KNOWNS:

Here you will find some useful information to help you choose and use our 3d human models in the best way on your
architectural rendering projects, animation, video and game development.
Metropoly | Still Human Models:
These characters were modeled with meticulous attention to detail to ensure a great quality rendering.
As Metropoly humans are fully tridimensional, they can be viewed from any angle creating a perfect fusion with the scene
illumination. Available in popular 3d formats such as 3D Studio MAX , OBJ and Lightwave LWO, they will guarantee a full
compatibility with Maya, Poser, Modo, Cinema 4D, Blender, LightWave and Softimage, TrueSpace, among others.
Metropoly | Tpose Human Models:
These characters were modeled accurately in the classic t-pose stance ready for rigging.
Rigging is the process of preparing a character for animation. It involves setting up an internal skeleton that affects where
your character's joints are and how they move. They are available in an assortment of formats, such as 3D Studio MAX ,
OBJ, Lightwave LWO to guarantee compatibility with Maya, Poser, Modo, Cinema 4D, Blender, LightWave and Softimage,
TrueSpace, among others.
Metropoly | Rigged Characters:
These virtual actors are ready to be animated using either traditional keyframe animation or MOCAP data.
An internal skeleton has been set up to control your 3d human during the animation stage.
They are available for 3D Studio MAX and MotionBuilder FBX. Models in FBX format will allow you to create high quality animations in MotionBuilder and export them to any 3D package that supports FBX.
eMotion | Motion Capture animation:

There are two ways to animate a metropoly 3d characters:

The first one, and for expert animators is using traditional keyframe animation.
Keyframe animation is a technique that works a little like storyboarding (a comic strip series of images illustrating a
sequence of events). It enables us to choreograph and build an animation by arranging the character poses and taking
snapshots of them at key moments during a sequence of movement or change. These key moments or keyframes become
the fixed points in time through which the animation passes. Animation between these keyframes is calculated by your 3d
software. This is a complex process chosen by artists who wish to have complete control over the animation.

The second method consists in using mocap data to drive your character skeleton.
To create aXYZ design emotion mocap data files, a performer wears markers near each joint to identify the motion by the
positions or angles between the markers. The motion capture computer software records the positions, angles, velocities,
accelerations and impulses, providing an accurate digital representation of the motion. Motion capture saves time and
creates more natural movements than manual animation. eMOTION Mocap data files are available in three character
animation file formats such us BIP, BVH and Motion Builder FBX.

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