Meet Zeke. He's an anatomical virtual Tsavo lion created in-house with ZIVA VFX.
ZIVA VFX software reduces the time and cost required to build life-like, anatomical characters like Zeke for films and games.
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Physically realistic results.
The ZIVA VFX FEM Solver empowers artists to simulate soft tissues that follow the laws of physics and biomechanics. All tissues can be accurately coupled together to naturally flex, jiggle, collide and fold with unparalleled realism.
Agile editing and versioning.
Ziva allows every team member to iterate alterations more easily. With geometric representation, new changes are instinctively integrated and solved, making collaborative reworking faster and more manageable.
Faster timelines for better characters.
ZIVA VFX reduces the need for time-consuming alterations and shot sculpting. With higher quality characters out of the box, and no parameter tweaking, every step in the production is improved and accelerated.
We’ve been truly impressed by the results the Ziva team has achieved with this lion. This is exactly why Scanline has committed to using Ziva.
– Mohsen Mousavi, VFX Supervisor, Scanline VFX.
Muscle & Bone Modeling
ZIVA VFX modelers can iterate new geometry at any point during the production. Alterations will be ingested into existing builds, effortlessly.
This empowered our modeler to rapidly design a rudimentary first pass of Zeke from a pre-existing quadruped muscles, thus accelerating initial TD work, and later model more intricate, feedback-informed geometry.
Simple walk cycle was created to highlight Zeke's motion. However, with ZIVA VFX, any animation can be applied to the creature rig (keyframe animation, motion capture, performance capture, etc.), and much like in real-life, the body layers will abide to the plausible movements – maintaining stability and realism.
We tested this on a run cycle, click to see how the first pass performed:
ZIVA VFX Cloth Solver and tissue can be used to simulate connective tissue (fascia) that facilitates more lifelike stretching, sliding and creasing between the muscles and fat. Advanced fascia sliding and folding can be seen primarily on Zeke's shoulder and hind legs.
ZIVA VFX's Inertial Damping feature was also used to increase stability of cloth attachments in Zeke's fast moving run cycle.
To create Zeke's fascia, his skin model was first exported with MeshMixer and retopologized into quads with MudBox.
This simplified mesh (around 60k vertices) is then shrunken onto the muscles and bones using Ziva Cloth.
Rest strain was used to shrink the cloth and collisions on the muscles and bones to create the forms of the fascia.
Pressure was then added to enhance the valleys between muscle and bone objects.
The settled state of this simulation provides the base mesh for future fascia work with Ziva.
FAT & TISSUE
ZIVA VFX facilitates secondary motion that follows the laws of physics. Varying levels of elasticity can be painted onto a single tissue, resulting in the non-linear wiggle and jiggle of fat under gravity and force.
This step can be used to improve the dynamics of existing, non-ZIVA VFX rigs as well. Even the most primitive 3D characters can receive organic secondary motion within hours.
Although Zeke's grooming and lighting were completed with external solutions, they effectively highlight the end benefits of Ziva's anatomy-first approach to character creation and the strength of the robust FEM solvers.
Throughout Zeke's creative process, our Modeler and TD were able to work collaboratively and simultaneously, with some feedback edits taking less than a day to complete and render.
Skeleton & Muscle Modeling
Muscle fibers & attachments
Fat & Skin
Texture & Lighting
* Fur/grooming not included in the ZIVA VFX toolset.
INTEL I7-47490K CPU @ 4.00GHZ (8 CPUS) RAM: 32GB DDR3
307,000 Total Vertices ~11,000 collision proxy pairs 132 Tissue bodies 209 Bone bodies 30,036 Tetrahedra 9.4s per step @ 4 steps
61,623 Total Vertices ~880,000 collision proxy pairs 317 collision meshes 291,519 vertices on bone meshes 48s per step @ 8 steps
FAT (Tissue + Cloth):
87752 Tetrahedra 123,246 vertices on fat mesh 108s per step @ 2 steps
Modelers can continue to improve geometry and respond to team feedback more efficiently. Everything is flexible and can happen at any time.
TDs will achieve more realistic results that are directly informed by real-world physics. Intuitive tools and controls grant greater artistic freedom from the start.
All existing anatomy can be re-shaped for other characters. From Zeke, any number of quadrupeds could be rapidly simulated.
For greater applications, Zeke could be integrated with our Real-Time solution to create a game-ready character.
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Zeke effectively captures the intricate motion and realism achievable with ZIVA VFX. His skin and fat collide and transform with life-like precision while the physics-abiding musculature excite and contract with visible weight and power.
ZIVA VFX's physics-based anatomy expands the artistic range for creators and eliminates the costly, time-intensive, and tedious processes often associated with creature simulation.
Zeke effectively captures the high-frequency motion and realism achievable with ZIVA VFX. His muscles, skin, and fat collide with life-like precision, and he maintains fierce stability with new animations.
ZIVA VFX's physics-based anatomy expands the artistic range for creators and eliminates the timely and costly processes associated with traditional rigging methods.
Ziva VFX for Studios
Available for single and multi studio locations. Team pricing available for over 3 licenses.
Global Floating Licenses: $6,250 per unit Studio Local Licenses: $5,000 per unit
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