Unity really screwed a lot of stuff up. Next you can cover the train wreck of those Weta tools that were going to come out that Unity bought without knowing wth to do with them.
@@badimagerybyjohnromine I think it was pretty organic since it began with them doing the whole, "I've changed the contract, pray I don't change it further." thing. What you would do well in appreciating is a lot of people had different reasons for jumping ship, and of course a lot of competitors will grab at the opportunity. But Unreal, Game Maker, RPGMaker, etc didn't force Unity to make their proposed arrangement. And the entire point of this is the journey; at a minimum people are expanding their horizons for better or worse.
@@badimagerybyjohnromine Hopefully you're trolling, you should realize the whole "I feel bad for a multi-billion company to have a bad day because they went over the limit of how much they can F their customers" is plain stupidity. You should feel bad for yourself as a customer, never for the merchant, they're the ones doing business out of you, mind you.
Yeah, and that is the main reason why I dropped Unity as my game dev engine and moved to Unreal. I personally spent almost 3 years and bought courses to learn Unity all that knowledge is wasted because they decided to screw over its users. There is nothing you can do, say or plead on Unity behalf to make me feel otherwise. They broke my trust in them, they made me lose time and the effort I put into the game I was working on. They lost big name game titles, they made these horrible decisions we had nothing to do with it whatsoever. They screwed over Weta and never released these product for free as they said they would. It became lies after lies.
The EA Corporate management of Unity is one of the reasons I chose Unreal instead along time ago. Notice how companies that Epic bought are still usable to non Unreal Engine customers or free to use for Unreal Engine customers. I thought Unity was trying to compete with that business model, lol.
You can do a lot of this in Maya already using Maya Muscle, but it's much slower with more limitations. Originally written by Mike Comet(Comet Muscle) and entirely in MEL, it was bought by Autodesk years ago and rewritten in Python but conceptually it's the same. Build bones, then muscles, then use a combination of different types of skinweights, including sims. I think the heaviness of a lot of this process is why some vfx studios will chose a pose-driven morphs/blendshapes approach instead, despite it being less realistic. Unity likely made the purchase as a response to what EPIC was doing with Metahumans and the introduction of more realistic muscle simulations in Unreal. While it's all really cool tech, indie studios likely won't use it much as the time resources required to rig up a single custom creature/character would be a lot more time than what a typical rigging pipeline in games is used to.
if Unity could just release a good demo with Ziva, instead of the horrendous to look at garbage they released, people would have paid more attention to it. don't know if it was a factor in any way, but the demo of the floating head girl talking, was HORRENDOUS
A basic/good starting point in Unity is the asset Obi Soft body physics but if you can set skin as cloth with my corresponding physics maps, you could try to download my free physics character "Camilla soft body physics" to test her out, you may need to adjust Unity parameters for the skin somewhat but it should work otherwise. I'd be interested to hear if it works for you.
I've always thought that the best way to have a faster way of doing character modeling is a rig based modeling apptoch. you have a character worksheet, you develop the rig accourdingly, and then you model the character with the rig parts inmind. in this way, you can even have somewhat automated appraoch that can (at least in theory) speed up the modeling process.
That part wasnt 100% accurate though as thats not really how Ziva works. You still start by modelling you character, rig it for animation, and then after that you create another rig that includes skeleton and muscles to move and deform the mesh according to how the skeleton and muscles moves underneath the regular mesh.
I think Unity is on a bit of a misguided path, and while I understand that they need to meet the expectations of their shareholders and users, I think they're using a strategy that bypasses the essentials. As others have pointed out, they seem to be focusing more on cosmetic things rather than providing the features and conveniences that game development really needs. In the case of Ziva, I haven't tried it, but I know it was more convenient to use than Houdini for muscle simulation. If Ziva becomes difficult to use, I think I'll have to use ML Deformer, which is powered by machine learning in Unreal using Houdini. I know Houdini's muscle simulation is pretty good, but like other Houdini tools, it has a steep learning curve and very little learning resources and compact documentation. :( Good deformation, and automation of that deformation, seems to be a secondary use in console games and high quality animation, but I think the increased ease of use and applicability will help a lot in creating compelling animations and character movement.
The problem is Unity's client base are not consumers, they are other businesses, so the typical tricks used to meet shareholder needs are far more easily responded to. Consumers are what share holders normally deal with, other businesses while they can be clients are financially tied to the Game Engine. So a Developer with millions or an established system may not care but a Developer with with a 30k budget will look at that and nope out. A consumer on the other hand will just consume, this is what investors call "market flexibility".
@@dibaterman Yeah, The cost is very expensive for companies to transit their game engine. As no matter what the game engine (Unity) company does, they're stuck with the same game engine because of that cost. So, normally they(like Unity) easily choose bluffing and exagerrate their new tech (almost useless things like crude AI assist tools). I know it. So they focus on pretentiousness. lol. But that strategies are so myopic. We know that and see that especially by comparing Epic game's Unreal Engine Editor. They make more game developers friendly ecosystem and frame works. They don't touch the crude and almost useless AI assit tools... ;( Shareholders aren't idiot. And even if they don't have a lot of expertise in game development, as they're at least investing in game engines, They've heard of Unreal Engine, and comparing both engines are made much easier by Epic's actions. It is so easy to recognize who's lying, misleading people, and hyping things that don't have substance.
@@muviing5427 I'd like to think Unity will survive this, I learned game development through Unity Learn and of course practice so it's sad to see it go through these motions. My guess is leadership don't see it as the ship is sinking or think they have some way to bail out the water or that there is even a shore for them to reach to fix the hole. Sentiment aside, Godot has been... tough for me in certain things but 5 months in I finally got my brain around a work flow I think. So a intermediate Unity Dev moving to GDScript and this new Engine I can say there are specific things it does way better, and some things it is oddly missing. For example, making an animation in Godot is far more light and way more intuitive. Godot also has a 2d line renderer but oddly doesn't have a 3d one. X_X.
Look at this awsome tool that some dog company acquired the right to screw everyone out of using with a big wallet. Nice. Thanks. I didn't need to know about that. This type of buy it, now let me look better then everyone practice, pisses me off. The ones who now get to deny everyone out of using it didn't even create the magic, that's worst part, bad as it is, at least, if you created it, we'll then what can we say, but this, this is toxic for everyone. The open source community will eventually match it, especially now with Ai, but this is why we need open source genius level ai in everyone's hands. To combat practices like this. Ffs. 🤦 disgusting. And screw unity. Screw unity as well. Dog company.
@@TheGuardianofAzarath x-muscle is no close to ziva, but that's an option for blender users. And we can also fake a bit of muscle behaviours at some extent using cloth physics!
It sucks what Unity did to Ziva, but most larger studio connected VFX houses already had proprietary muscle systems often built around Maya or Houdini’s in-built muscle tool kits and solvers.
Dick Walsh won an Academy Sci-Tech Award for the muscle based facial animation system on Shrek. His muscle based system was initially developed for Batman & Robin back in the early 90's
Isn't Ziva dead for us now? Been playing around with it for the past year. Haven't built a full rig yet, but the small tests that I have done look really good.
they will focus on the real time one, I have heard is pretty tricky to keep all the FEM solvers in line in a pipeline when many characters are needed..., then there is Houdini using its own Fem solver , and all the other tools to do more intense stuff..
Good muscle system is already there with all other best studios like MPC , Framestore , many building there own So unity is just needed money .. sold one part of it … Unity don’t care about passion creation and retention etc …
6 місяців тому+1
For me animals in CGI is a completely no. I explain. Animals are really pure emotion. CGI, don't make me feel the same yet.
That was probably their intent. A lot of companies, particularly older ones that don't normally innovate, tend to inhibit innovatio in order to attempt to stay on top, they tend to lose their position by simply falling behind an open source system or something like that
@@elconquistador3340 calm down bro. It’s a muscle system he can use in blender. That’s a fact. Of course it isn’t going to be the power house Ziva is. But he asked a question. I tried to be helpful, while you just decided to be a smart*ss. Congratulations
Teaming up with UNITY? May as well have thrown it in the trash. People never learn. Do all that great work and then throw it away by getting greedy and selling out to a corrupt corporation.
Classic Double Negative, buy someone else's tech rather than develop their own, prevent everyone else from using it, and then act as if they've achieved something special. Existing users will have an option to continue using it, but presumably they won't get updates to support future versions of, for example, Maya.
Another video with a bunch of erroneous inclusions. Muscle Systems have been around for YEARS before Ziva in Maya and Houdini and I think even Max (and Xsi before Autodesk killed it). Ziva just fine tunes to process to reduce the amount of tweaking/time needed to implement it.
this is so booring and always was. Movies trying to suspend disbelief with hyperrealism only enforces it. Please enough of this weird hard to watch animations. There are better approaches which humans can easily accept. Being honest with audience is much more applealing. Humans have this beautiful gift they understand role play so anything moving can be perceived as living. It works well in modern theatre and in general in non-realistic animation. Check out more on this topic which is not new under the term uncanny valley.
@@honaleri i mean for the most part I am but yeah some stuff it can’t do lol, I have used its fem solver and it’s awesome tho and pretty performant. To be completely honest I haven’t used Ziva myself but it seems to be a bit slower and of course you can’t really access it anymore
@@dirtcreature3d More so the part where you said "Why would anyone use anything else" gets me. I don't know, I don't wanna sell my legs for software. That's all.
meh its just an over hyped muscle sim - it doesn't actually help with the animation process - again it is just a sim ontop of existing animation - it was extremely heavy and optimized, add that to maya 2018 , working with it was hell this soft ware did nothing revolutionary , pixar already had the same thing back on the original incredible's movie and I have seen people rig better systems in blender than with this damn plug in
They should have just made it open source, rather than selling to another company, that way, everyone would have been able to use it.
I think the big studios gave them a good check to shut down the software for general public
But then they can't make a huge profit
@@izored yep. greed
@@izored thats why unity is lagging behind coz they are selfish
Unity really screwed a lot of stuff up. Next you can cover the train wreck of those Weta tools that were going to come out that Unity bought without knowing wth to do with them.
Lmao I kind of feel bad for them, massively inorganic campaign against them, people like you eating it up then forcing to sell Ziva at a loss.
@@badimagerybyjohnromine I think it was pretty organic since it began with them doing the whole, "I've changed the contract, pray I don't change it further." thing.
What you would do well in appreciating is a lot of people had different reasons for jumping ship, and of course a lot of competitors will grab at the opportunity. But Unreal, Game Maker, RPGMaker, etc didn't force Unity to make their proposed arrangement. And the entire point of this is the journey; at a minimum people are expanding their horizons for better or worse.
@@badimagerybyjohnromine Hopefully you're trolling, you should realize the whole "I feel bad for a multi-billion company to have a bad day because they went over the limit of how much they can F their customers" is plain stupidity. You should feel bad for yourself as a customer, never for the merchant, they're the ones doing business out of you, mind you.
@@gerardopadilla2666 Your argument is so bad you're putting things nobody said into quotations lol
Yeah, and that is the main reason why I dropped Unity as my game dev engine and moved to Unreal. I personally spent almost 3 years and bought courses to learn Unity all that knowledge is wasted because they decided to screw over its users. There is nothing you can do, say or plead on Unity behalf to make me feel otherwise. They broke my trust in them, they made me lose time and the effort I put into the game I was working on. They lost big name game titles, they made these horrible decisions we had nothing to do with it whatsoever. They screwed over Weta and never released these product for free as they said they would. It became lies after lies.
The EA Corporate management of Unity is one of the reasons I chose Unreal instead along time ago. Notice how companies that Epic bought are still usable to non Unreal Engine customers or free to use for Unreal Engine customers. I thought Unity was trying to compete with that business model, lol.
Yeah I started off with unity and dropped it for unreal after they pulled that stupid change in licence.
Godot is free and open source. It doesn't even need to be installed.
We call these people the "Clorox Gang".
You can do a lot of this in Maya already using Maya Muscle, but it's much slower with more limitations. Originally written by Mike Comet(Comet Muscle) and entirely in MEL, it was bought by Autodesk years ago and rewritten in Python but conceptually it's the same. Build bones, then muscles, then use a combination of different types of skinweights, including sims. I think the heaviness of a lot of this process is why some vfx studios will chose a pose-driven morphs/blendshapes approach instead, despite it being less realistic.
Unity likely made the purchase as a response to what EPIC was doing with Metahumans and the introduction of more realistic muscle simulations in Unreal. While it's all really cool tech, indie studios likely won't use it much as the time resources required to rig up a single custom creature/character would be a lot more time than what a typical rigging pipeline in games is used to.
if Unity could just release a good demo with Ziva, instead of the horrendous to look at garbage they released, people would have paid more attention to it. don't know if it was a factor in any way, but the demo of the floating head girl talking, was HORRENDOUS
A basic/good starting point in Unity is the asset Obi Soft body physics but if you can set skin as cloth with my corresponding physics maps, you could try to download my free physics character "Camilla soft body physics" to test her out, you may need to adjust Unity parameters for the skin somewhat but it should work otherwise. I'd be interested to hear if it works for you.
Better than an Oscar. I would watch them.
Muscle/skin simulation is very old now, there were several muscle systems for Maya, and Hercules for Max goes back like 25 years.
I've always thought that the best way to have a faster way of doing character modeling is a rig based modeling apptoch. you have a character worksheet, you develop the rig accourdingly, and then you model the character with the rig parts inmind. in this way, you can even have somewhat automated appraoch that can (at least in theory) speed up the modeling process.
That part wasnt 100% accurate though as thats not really how Ziva works. You still start by modelling you character, rig it for animation, and then after that you create another rig that includes skeleton and muscles to move and deform the mesh according to how the skeleton and muscles moves underneath the regular mesh.
@@SkalinVictor Thanks for clarifying
I think Unity is on a bit of a misguided path, and while I understand that they need to meet the expectations of their shareholders and users, I think they're using a strategy that bypasses the essentials. As others have pointed out, they seem to be focusing more on cosmetic things rather than providing the features and conveniences that game development really needs.
In the case of Ziva, I haven't tried it, but I know it was more convenient to use than Houdini for muscle simulation.
If Ziva becomes difficult to use, I think I'll have to use ML Deformer, which is powered by machine learning in Unreal using Houdini.
I know Houdini's muscle simulation is pretty good, but like other Houdini tools, it has a steep learning curve and very little learning resources and compact documentation. :(
Good deformation, and automation of that deformation, seems to be a secondary use in console games and high quality animation, but I think the increased ease of use and applicability will help a lot in creating compelling animations and character movement.
The problem is Unity's client base are not consumers, they are other businesses, so the typical tricks used to meet shareholder needs are far more easily responded to. Consumers are what share holders normally deal with, other businesses while they can be clients are financially tied to the Game Engine. So a Developer with millions or an established system may not care but a Developer with with a 30k budget will look at that and nope out.
A consumer on the other hand will just consume, this is what investors call "market flexibility".
@@dibaterman Yeah, The cost is very expensive for companies to transit their game engine. As no matter what the game engine (Unity) company does, they're stuck with the same game engine because of that cost.
So, normally they(like Unity) easily choose bluffing and exagerrate their new tech (almost useless things like crude AI assist tools). I know it. So they focus on pretentiousness. lol. But that strategies are so myopic. We know that and see that especially by comparing Epic game's Unreal Engine Editor. They make more game developers friendly ecosystem and frame works. They don't touch the crude and almost useless AI assit tools... ;(
Shareholders aren't idiot. And even if they don't have a lot of expertise in game development, as they're at least investing in game engines, They've heard of Unreal Engine, and comparing both engines are made much easier by Epic's actions.
It is so easy to recognize who's lying, misleading people, and hyping things that don't have substance.
@@muviing5427 I'd like to think Unity will survive this, I learned game development through Unity Learn and of course practice so it's sad to see it go through these motions.
My guess is leadership don't see it as the ship is sinking or think they have some way to bail out the water or that there is even a shore for them to reach to fix the hole.
Sentiment aside, Godot has been... tough for me in certain things but 5 months in I finally got my brain around a work flow I think. So a intermediate Unity Dev moving to GDScript and this new Engine I can say there are specific things it does way better, and some things it is oddly missing.
For example, making an animation in Godot is far more light and way more intuitive. Godot also has a 2d line renderer but oddly doesn't have a 3d one. X_X.
Sad, but luckily now there is Adonis by Inbibo!
Look at this awsome tool that some dog company acquired the right to screw everyone out of using with a big wallet. Nice. Thanks. I didn't need to know about that. This type of buy it, now let me look better then everyone practice, pisses me off. The ones who now get to deny everyone out of using it didn't even create the magic, that's worst part, bad as it is, at least, if you created it, we'll then what can we say, but this, this is toxic for everyone. The open source community will eventually match it, especially now with Ai, but this is why we need open source genius level ai in everyone's hands. To combat practices like this. Ffs. 🤦 disgusting. And screw unity. Screw unity as well. Dog company.
Now Ziva is gone, what can we do for muscle/bone/fat simulation?
There's x-muscle system for blender, that seems pretty capable
@@TheGuardianofAzarath 🤣
@@TheGuardianofAzarath x-muscle is no close to ziva, but that's an option for blender users. And we can also fake a bit of muscle behaviours at some extent using cloth physics!
Houdini baby
Houdini! And possibly Adonis when it gets to Houdini.
Epic should’ve acquired all the Weta tools instead of Unity.
If DNEG acquired the license for the ZIVA IP then no one else like MPC who have been already using it can no longer use it anymore?
there's a limited time period where existing users can use
@@jkartz92 you have 5 years to learn ziva without update of the tool, whatever licence you have ( commercial or apprentice)
It sucks what Unity did to Ziva, but most larger studio connected VFX houses already had proprietary muscle systems often built around Maya or Houdini’s in-built muscle tool kits and solvers.
Dick Walsh won an Academy Sci-Tech Award for the muscle based facial animation system on Shrek. His muscle based system was initially developed for Batman & Robin back in the early 90's
is there any way to get ahold of this at this point? RIP
Is a plugging for maya. Now Houdini has muscles, jiggle, chops, collision and sliding muscles Integrated so no meed for add ons
Nice tool even though muscle simulation on cg industry is way older than ziva...
We did this in the 90's with early Blender plugins. But light wasn't up to par. Point is they are not the first and do not own the tech.
Isn't Ziva dead for us now? Been playing around with it for the past year. Haven't built a full rig yet, but the small tests that I have done look really good.
You say "we" and "our", how many people are you at InspirationTuts?
Standard YT influencer, all imposters including, around +/- 1
It's a majestic "we"
fantastic software
Nice video!
Seems Ziva VFX is no longer being sold. As of April 4th, 2024.
they will focus on the real time one, I have heard is pretty tricky to keep all the FEM solvers in line in a pipeline when many characters are needed..., then there is Houdini using its own Fem solver , and all the other tools to do more intense stuff..
yes, exactly
Clarisse and now Ziva :(
I think it couldn't compete with Houdini
Good muscle system is already there with all other best studios like MPC , Framestore , many building there own
So unity is just needed money .. sold one part of it …
Unity don’t care about passion creation and retention etc …
For me animals in CGI is a completely no. I explain. Animals are really pure emotion. CGI, don't make me feel the same yet.
There is always something a bit off when it comes to CG animals.
Ziva means "Life" in Sanskrit, The Ancient language
Why do they keep shoving “a” at the end of Hindi or Sanskrit words… it’s so Fing stupid
What about Adonis inbibo?
it's to bad that Zeva is no longer available. Unity really screwed a lot of artists and studios
That was probably their intent. A lot of companies, particularly older ones that don't normally innovate, tend to inhibit innovatio in order to attempt to stay on top, they tend to lose their position by simply falling behind an open source system or something like that
Nothing is forever
WOW
Finally, things make sense.
Can i use it in Blender? l
no only maya
there's a similar addon in blender, idk the name tho
No, but blender does have x-muscle which is their similar equivalent
@@DJMichaelWycoff similar equivalent? 🤣 you guys should really wake up at some point
@@elconquistador3340 calm down bro. It’s a muscle system he can use in blender. That’s a fact. Of course it isn’t going to be the power house Ziva is. But he asked a question. I tried to be helpful, while you just decided to be a smart*ss. Congratulations
wait till the unreal team releases something similar lol
Nice
ahaha it's so funny) it's like somebody doesn't want to give nice things to peasants)
Teaming up with UNITY? May as well have thrown it in the trash. People never learn. Do all that great work and then throw it away by getting greedy and selling out to a corrupt corporation.
Unity ruining everything it touches…
Classic Double Negative, buy someone else's tech rather than develop their own, prevent everyone else from using it, and then act as if they've achieved something special. Existing users will have an option to continue using it, but presumably they won't get updates to support future versions of, for example, Maya.
In other words: Unity being an a**h**e again.
Another video with a bunch of erroneous inclusions. Muscle Systems have been around for YEARS before Ziva in Maya and Houdini and I think even Max (and Xsi before Autodesk killed it).
Ziva just fine tunes to process to reduce the amount of tweaking/time needed to implement it.
Deprecation of Ziva...
Blablabla
Ziva is DEAD! R.I.P!
this is so booring and always was. Movies trying to suspend disbelief with hyperrealism only enforces it. Please enough of this weird hard to watch animations. There are better approaches which humans can easily accept. Being honest with audience is much more applealing. Humans have this beautiful gift they understand role play so anything moving can be perceived as living. It works well in modern theatre and in general in non-realistic animation. Check out more on this topic which is not new under the term uncanny valley.
IMO houdinis fem solver is better… matter of fact Houdini everything is better lol why use anything else?!
Not a chance you said this in earnest.
@@honaleri i mean for the most part I am but yeah some stuff it can’t do lol, I have used its fem solver and it’s awesome tho and pretty performant. To be completely honest I haven’t used Ziva myself but it seems to be a bit slower and of course you can’t really access it anymore
@@dirtcreature3d
More so the part where you said "Why would anyone use anything else" gets me.
I don't know, I don't wanna sell my legs for software. That's all.
meh its just an over hyped muscle sim
- it doesn't actually help with the animation process
- again it is just a sim ontop of existing animation
- it was extremely heavy and optimized, add that to maya 2018 , working with it was hell
this soft ware did nothing revolutionary , pixar already had the same thing back on the original incredible's movie and I have seen people rig better systems in blender than with this damn plug in
just lol to all of it, thx had real nice lol
and every body hate autodesk for some reason
Any alternative of Ziva dynamics for bone,muscle,skin ?🥲
If anyone know pls tell me
Houdini muscle and simulation systems