• RenderDigimania
  • RenderDigimania
  • RenderDigimania
  • RenderDigimania
  • RenderDigimania
  • RenderDigimania
  • RenderDigimania
  • RenderDigimania
  • RenderDigimania

RenderDigimania - EDUCATION


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Digimania's Ziel ist es Animationsprobleme zu lösen und den Workflow zu vereinfachen, Schnelligkeit und Effektivität zu vereinen um bestmöglichen animierten Content zu erstellen. Das Kundenspektrum zieht sich vom Anfänger bis hin zu professionellen Studios, Schüler und Hobby Artists. Digimania's eigenes Animationsstudio wird mit Hilfe der 3D-Engine aktiv für eine Reihe von globalen Kunden in High-Volume, Low-Cost-Animationen entwickelt.

Realtime Renderer werden immer realistischer. Was man sehr gut an Spielen sieht. Für manch Ingame Shot wäre vor ein paar Jahren noch viele Stunden an Offline Rendering nötig gewesen. Dementsprechend wächst auch die Anzahl der Tools die statt auf das traditionelle Offline Rendering eben Realtime Rendering verwenden. RenderDigimania ist eins dieser Tools mit dem Trickfilme in Realtime gerendert werden.

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675,00 €
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günstigste Konfiguration

675,00 €
Inkl. 19% MwSt., zzgl. Versandkosten

A rapid animation production renderer balancing quality and speed to save studios money

Broadcasters are increasingly looking for more for less, forcing production budgets down. On average between 10-30% of a production budget is dedicated to rendering. This is inevitably seen as a major area for cost efficiencies. RenderDigimania dramatically reduces render times, as seen in our case study, the pilot episode of pre-school series 'Bradley and Bee'.

Cost effective rendering

RenderDigimania has been designed particularly with the production of large volume animated series in mind. During our production of the pilot episode of 'Bradley and Bee' for Red Kite Animation our render artists, empowered by RenderDigimania's flexibility with layers and passes and project-based workflow, were able to see the results of their changes in real-time as they worked and ultimately to deliver a quality finished episode both faster and cheaper.

We averaged an incredible final frame render speed of 5 frames a second, on just a single desktop PC.

By contrast RenderDigimania requires:

- 8 CPU hours per episode
- No render farm, just a few desktop PCs
- No render farm manager
- Modest infrastructure

Responsive lighting

RenderDigimania's dynamic lighting system permits real-time illumination and review.

Network rendering

RenderDigimania is backed up with a solid network rendering feature. Your render jobs can be queued and distributed to networked PCs.

Keyframe animation system

RenderDigimania offers a keyframe animation system for the quick manipulation of objects and cameras.

Project-based workflow

The entire RenderDigimania pipeline is project-based. Meshes, textures, materials, settings and animation are all handled by a central content management system.

Make changes and see results in real time

The frustrating render-polish-render iteration cycle is no more. RenderDigimania's viewports allow you to make changes in real time. You now have the power to arrive at your vision quicker or spend more time polishing. Make changes and see results in real time

Balancing quality with speed

RenderDigimania utilises a classic game engine pipeline. All models and meshes must be optimised with this in mind.

The concept

We got our assets from the popular 3D model site, TurboSquid. We fell for the dinosaur character at first sight.

Our Director, drawing inspiration from the awesome-ness of ‘The Croods’, mocked up some images with a range of the available assets and varying degrees of success!

With the main concept images in hand and with the focus purely on the visuals, the animators came up with a very simple animation idea which was based on the original modeller's concept of his dinosaur acting like a dog.

Our character would appear in shot at first all scary, stomping and roaring. An eruption would then throw a rock ‘ball’ onto screen.

Our dinosaur would become inquisitive and start to act like a dog; he’d play with the ball before getting a bit carried away and, to his horror, would lose it over the side of the cliff.

TurboSquid artist credits:

T-Rex by CG Creator, Terrain Canyon with River by 3D_Multimedia, Stones 3 by Raa Yaar, Stone Rock Debris Junk Rubbish by Litarvan, Rock 3D Scan 08 by ibl3d, Desert Rock Collection by Dzejsi Models, 6foot_boulders by 3D Concepts and Design

In the meantime our animators were working with the actors in Maya. Animation data was exported as FBX files to RenderDigimania. Inside RenderDigimania the animated actors were illuminated and shot by real-time lights cameras. Renders were produced in bespoke layers and passes, and the whole things was composited in After Effects.


Some of the other steps we worked through to get the best from the TurboSquid assets in RenderDigimania were:

- Some objects were ported from 3DS Max to Maya
- UV sets were cleaned to remove overlaps
- Surface normals were conformed
- Holes or gaps in the geometry were fixed
- The background models were sometime retopologised to lower the polycounts. Detail was retained in normal maps.
- Some material nodes were converted to phong.

Cleaning the imported assets and working around the poly limits were the only deviations from the conventional RenderDigimania processes.


The animation followed a conventional production process:

1. Layout
2. Blocking
3. First Pass
4. Final Pass

The animators worked with a dinosaur ‘actor’ which also existed inside RenderDigimania’s project library. After two weeks of animation the dinosaur’s animation data was exported to RenderDigimania. It was applied to the stored actor and the dinosaur came to life.

The render results

We were extremely pleased with our Dinosaur animation.

The process to bring someone else’s Turbosquid models into RenderDigimania was relatively smooth; only a little tinkering was required.

The current version of the software was improved by lessons that were learned from this project.

Traditional rendering takes time. It’s painful. It’s expensive. It eats budget. We think it’s time to bite back.


RenderDigimania's Favourite system lets you export and re-use scene elements such as lights, cameras and meshes. The position, orientation and properties of the exported element will all be saved in a *.fav file. Animation is not supported. See the Exporting Files section for more details.

To import a previously saved Favourite, go to File>Import>Import Favourite… and browse for a previously saved *.fav file.

- Manifold geometry will import the most successfully. If several vertices are in the same position but not welded together, then some of them might get deleted as duplicates. This can result in missing geometry and large spikes where edges are drawn between the wrong points. Non-manifold geometry may cause a reduction in the maximum number of triangles that can be successfully imported.
- RenderDm groups everything into a single object when it imports a FBX file. If your model is made up of several objects grouped together then they will become one object on import. For this reason it is important to make sure that all of the objects in a group have unique names. Duplicate names can result in parts of the mesh getting overwritten. Maya's Duplicate Special>Assign unique name to child node option allows you to avoid duplicating names when duplicating groups.
- It is very important to use RenderDigimania's ‘real world’ scale when creating assets. If a mesh is too small then you may get artefacts in your renders, especially in areas with many vertices. 1cm in Maya is the equivalent of 0.75 inches (1.9cm) in RenderDm.
- Always freeze transformations before exporting your mesh from a 3D modelling application. Any transformations on the mesh (especially scaling) when you export it may be ignored when it is imported into RenderDm, resulting in ‘exploded’ and incorrectly-placed geometry. In Maya, Modify>Freeze Transformations with prevent this problem. In 3ds Max, use Hierarchy panel>Pivot>Adjust Transform>Reset:Transform & Reset:Scale.


Sound files can be imported into RenderDigimania and added to your animation timeline. You can only import them using File>Import>Import Sound… and they are not stored in the Project Library.

The supported formats are .wav, .mp3 or .avi format. Bit-depths higher than 16-bit are not supported.

Rigid Meshes

You can specify an export file format in the Windows Save As dialog. Expand the drop-down list next to the Save as type: field and select either FBX files (*.fbx) or OBJ files (*.obj).

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