dueyftw wrote:Funny. I work the other way around. I animate in AS then import into 3D using Alpha Planes. You get the lights and shadows of the 3D program with the 2D animation of AS.
Dale
Thinking back on the movie "Titan A.E." where they combine 2D character with 3D background, but not always.
Here is my thought. 3D object in Anime studio don't always render well and takes too much time. I think that is why you don't see very many poser imported animations. There is a lag in setting up animation with poser, which may change that, because of the reduce polygon feature of New Poser Game dev version. I like what he did here in being able to match style between 3D object and 2D animation. The only issue of shadow was that I would have a conflict of using anime studio shading and 3D render shadow that looks as if you had two set of laws of physics on lights. That being said I like to render the 3D object in toon mode and then add the elements of Anime studio but render them out as PNG sequence and then add it back in under a 3D program, not for shadow but better control of the 3D effect in stereo. I think you could go either way, but layers is important to make the changes and reducing render time for small changes.
I think it's interesting with both approach. My general rules is anything Hard in 3D, and anything Organic, soft in 2D, and anything not moving in the background or sitting in place drawn once.
Recent development is that both smith micro product of anime studio and poser now support FBX for Unity. Be interesting to see if anyone can compose a story in Unity with both?