Duik 17

Duik 17 v17.0.0 |
Alpha Tools

By: Duduf

License: GNU General Public License v3

This is still an Alpha version, which means there’s still a lot of development remaining, but it is already considered "usable". i.e. you can already use it without breaking the sun, even if some (a lot of) features are still missing and there's still some (a lot of) bugs. It is not ready for use in production.

Download Changelog

11 Comments on Duik 17

Duik 17

DUIK 17: under active development!

Duik Bassel is the most used and famous software we’ve already developed, a script bringing character rigging to After Effects and easing character animation (and animation in general).

The development of the next version, Duik 17 “NoName” has been funded thanks to a crowdfunding campaign a year ago. At that time we proposed to develop a third update of Duik 16 (Bassel), but finally we’re stepping forward to a completely new Duik 17 version, which will be a much more complete update than what was initially planned!

Duik 17 is currently in Alpha test. There is no public download available yet. But there are two ways to get it:

Now, let’s have a look at what’s being developed!

All details about what’s going on are available in the changelog, regularly updated.

New UI

The UI has been completely redesigned to be cleaner, more discreet and fit better into the UI of After Effects.

The three UI modes: Rookie, Standard, Expert

Key Morph

  • Status: Available (Alpha 1)

Also known as Shape Keys, Pose Morph, Blend Shapes or Morphers in other software, they’re now available in After Effects with Duik, and can be easily connected to nice controllers using the Connector. Just select a bunch of keyframes and click on the button!

Bones and auto-rig

Smarter Duik

  • Status: Available (Alpha 1)

Let’s make Duik smarter: there are a lot of fields where Duik can be smarter. What if it could be better at naming your layers and recognizing them by their names? What if it could automatically set the Left/Right or Front/Back names of the limbs of the characters and better rig them accordingly? What if it could parent the layers or the puppet pins in your rig in a faster, more automatic way? These are just a few examples of a lot of improvements which are beingmade to your workflow (See the layer manager section below).

New limbs

  • Status: In development (Alpha 2) – More predefined armatures & auto-rigging are being added.

Bone improvements: we’re going to add more predefined armatures, along with the corresponding adjustments to the auto-rig, to quickly rig hair, fishes, quadrupeds, snakes, insects…. And a way to create your own armature templates along with your own auto-rig instructions.

Arthropod auto-rigging
Fish auto-rigging

Bone Envelops

  • Status: Available (Alpha 2)

Bones now have envelops to help you design/check/tweak/fix the joints of your characters!

Envelops can be customized and show the easiest way to design seamless joints.
Envelops are an easy way to test your rigs!

IK Improvements

  • Status: Available (Alpha 2)
One-layer IK now have useful soft limits.
Two-layer IK can now be reversed with a progressive slider. A new auto-swing feature can even automate that for you!

Other improvements have been made to the IK and the constraints, which are used in the new Auto-rigging tools (like a new way to rig 3-layer chains of bones used in arthropod legs.

Layer Manager

  • Status: Available (Alpha 1)

The layer manager is a new panel to help you create, rename, tag and group your layers, using the new Duik naming conventions and tagging system (fully compatible with DuGR 4).

Other planned features

  • The Kleaner Redux, animation made easy! A new version of the already very powerful Kleaner tool: more intuitive and easier to use, with more possibilities.

The Kleaner is a tool which automatically cleans your keyframes and animation. With this new version, you’ll just have to adjust some parameters like the weight of the object, add some friction, add some energy, and the Kleaner will automatically adjust the animation for you, based on simple keyframes where you don’t need to manually adjust the interpolations anymore.

The Kleaner will also include “behaviors”, like wiggle, swing, blink… which previously were separated tools in Duik. Now they will be assembled in the Kleaner so you can easily combine them together, and automatically control everything with the same simple settings.

The Kleaner will also include more advanced tools, like new keyframe interpolation types for more advanced animators (yes, we’ve found better solutions than Bézier curves).

  • An Onion Skin for After Effects: Duik will include a simple onion skin for your compositions in After Effects, with nice and easy controls to adjust it as you need.
  • Rigging Wizard: a step-by-step wizard to help you rig your characters very easily and quickly. This comes with an exporter for Illustrator, Photoshop, Krita and probably Inkscape and The Gimp too. You will be able to prepare the character in your favorite design software, including adding the pivots of the limbs, and the exporter will prepare everything for you and export the needed separated parts into an open format which could then be used in Duik Bassel and Duik for Blender, which will be able to automatically rig them.
  • Animation Blender improvement: The animation Blender as it is today is a nice concept, but we fell it’s still too limited. We want it to work with any property even if it already has expressions, and to be more intuitive. We want it to be a full featured non linear editor for animations.
  • Connector improvements: There’s still room to make the connector better and smarter. We want to implement new ways of linking properties together, and we’re also going to add the ability to easily connect properties to sounds, depending on the frequency and/or the volume.
  • Procedural animations: improving the existing walk cycle animation and adding new procedural and automatic animations like run cycles or walk cycles for animals. The controls for these animations can also be improved and made more intuitive and precise, with the ability to transition from one animation to another!
  • Remove tool: it’s always been complicated to undo or modify rigs made with Duik. We’re going to implement a tool to remove Duik effects more easily.
  • Animation library: export and store your animations in a nice library, and re-import them on the same or other characters.
  • Expression baker: when the project becomes too heavy or if you need to export to Json via Bodymovin for example, it could be nice to remove expressions and rigs and convert them to keyframes. After Effects can do that, but it creates one key per frame in the composition. Duik will include an advanced algorithm to re-create an animation as close as possible from the result of the expression, but with as few keyframes as possible, precisely adjusting the interpolations to match the expression when possible.

We need to get to the fourth level to be able to develop the most complex feature, but also one of the most opening one: the ability to import and export a rigged character (along with its animation) in an open format which could be used in Blender for example, or a game engine like Unity, etc.

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11 thoughts on “Duik 17

  1. Hey guys, you are amazing! You deserve more love, btw, there is a script called RenderGarden, it could be a good source to improve the render time for DUME

    1. Coming from a traditional animation background, it would be very useful to have some of the following functions in DUIK.

      Wishlist:
      1) Xsheet( Exposure Sheet )
      2) Onion Skin
      3) Animation path trail checking tool / drawing& painting animation tool

  2. “One Click Auto-Character Creation with Limber Style Arms and Legs that comes with Character Animation Library”

    Hi Team Duik,

    You are awesome,

    I have a few FEATURE REQUESTS.

    With one click Duik creates A CHARACTER with Arms and Legs are like Limber (aescript) and Full rotating body and a dummy head. (Head and body can be modified as per the animators or users’ requirements with their artwork.)

    A Premade library of Character Animations Inside DUIK like talking, jumping, discussing, fear, running, actions and regular activities, etc( This should work for the above default “one-click character creation”-. And give to save new animations and extend this Animation library.

  3. Hey guys oj here from Kenya, I love duik use alot in my project, it will be cool if you add motion capture 😀 😉 it will be really dope

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