AdonisFX 2.1 Beta 1 is here
New tools for anatomy transfer and detail preservation across simulation layers, plus general feature improvements.
Beta 1 for AdonisFX 2.1 is out today, and ready for you to start playing with it. Below is a rundown of what’s new. If anything catches your eye or you run into issues, let us know in the thread.
What’s new
AdnMush
AdnMush preserves fine anatomical surface detail, such as ribs and muscle striations, throughout deformation while reducing skinning and post-simulation artifacts. Since it operates as a post-process, it also supports shot-level corrections without requiring a simulation re-run. It is available with full API support in both Maya and Houdini.
AdnRadialWrap, AdnClosestFit, and AdnPointLocator
These three tools are the first pieces of a larger anatomy transfer system we’re building; each can be used independently, and together they start to make topology-independent character transfer possible.
AdnClosestFit snaps each point of an input mesh to the nearest point on the target surface. It’s useful any time you need precise surface alignment between two meshes. Available in both Maya and Houdini.
AdnRadialWrap transfers topological detail from a goal mesh to an input mesh based on landmark pairs. It works regardless of topology differences between the two meshes, which means it can handle the kind of geometry variation you’d typically see between different characters in a production. Available in Maya and Houdini.
AdnPointLocator defines the landmark pairs that anchor the topology transfer. Without explicit landmarks, correspondence between meshes has to be inferred, which produces unpredictable results on complex geometry. AdnPointLocator makes the transfer deterministic: you define the anchors, and the result follows from those decisions. Currently Maya-only in this beta.
We’ll be sharing more on where this is heading in a follow-up post, including a look at how AdnRadialWrap and AdnPointLocator combine together.
Target Faces Filter
You can now edit muscle and skin attachment points at any stage of rig development, not just at initial setup. The UI and API both handle changes to where AdnRibbonMuscle, AdnMuscle, and AdnSkin attach, without touching the rest of the setup.
Available in both Maya and Houdini.
How to get it
You can download the beta here.
If you’re new to Adonis, a 30-day free trial gives you access to everything in the beta.
Students can get a free one-year licence by contacting us directly.
What we’d like feedback on
This is a beta, so your experience with these features in production conditions is what we need. If something isn’t working as you’d expect, or if you run into edge cases we haven’t covered, post here in Support & Help - Inbibo Community or Product Feedback - Inbibo Community. We’ll be active here throughout the beta period.
