Joe’s right. CT3 is pretty impressive. Its more like a traditional animator’s dope sheet set up and animation package:
But we also love Duik.
You could get where you need to go with either. We use both. So here’s the pros and cons.
Duik – Its not so much software as a bunch of expressions tied to a script which gives you some really powerful IK solutions inside of AE. But in the end it’s just expressions with the puppet tool in tow. AE is doing the heavy lifting.
Pros:
You get to use it inside AE. So if you have complicated layering to be done, you’re home free.
All of AE’s power is at your fingertips and everything is in one package.
Its free!
Its easy to use and quick to learn
If you are already used to the puppet tool its easy to get great results
Its elegant.
Cons:
You have to divide up the content (arms legs etc) inside AE (which can be cumbersome) or in pshop (better) but to make changes you often have to go back to the source art (outside of AE)
If you want to update the character after the animation has been done it can cause issues with the puppet mesh deformations.
More planning with character art is required before the animation stage.
Duik can’t do anything you couldn’t do yourself with expressions so its not really a new way of doing anything. A limitation of AE will limit Duik.
CT3 – this is a complete stand alone animator software. Once you have created your animations they can be exported to After effects and you can do your composites there.
Pros:
CT3 uses bones instead of pins to warp the mesh. This might be better for 3D animators to get the hang of. It should technically give you better results than puppet pins but if you are a veteran of puppet pins you can achieve identical results to bones. But the bones in CT3 mean you have fewer nodes to animate to get those results.
Changing the art after the animation is done tends to be less problematic than Duik
Tons and tons and tons of presets – like walk cycles and 4 legged movements
Tons and tons if preset motions – like squashes and stretches
Massive library of characters and art available
Art is “live” while you are animating so you aren’t stuck with a pshop file and you can make/change the art inside of CT3 (if it was made there).
Vectors tend to be less problematic than with Duik (its not really a duik issue – any duik issue is usually an AE limitation)
You won’t be pooched when adobe changes something to make the plugin obsolete or unuseable.
Cons:
It costs a bit more ($50 to 200) depending on your usage.
You can’t do a complex comp within the software like you can with AE. You don’t have all the effects and plug ins that AE has (yet). But you can make elements and bring them into AE.
To my knowledge you can’t “paint” weights yet. Instead you use anchor points like one would use in the puppet tool. Coming from a 3D animation background I miss this feature
One place we have a better pipeline with Duik/AE is when we have precomped animated characters, then in the outer comps we’re adding things like smoke or light effects that track with the character, and time remapping on the animation etc; we can use the adobe expression system to link things inside the precomps to track particle effects (or other things) in the outer comps. You would have to make additional elements and do some tracking to get the same effect in a CT3/AE pipeline.
Why would we want to?
Lets say you have character with a torch in a precomp. You can speed up and slow down and bounce around the animation timeline to get the performance you want AFTER the animation has been done. If you attached a particle smoke system to the torch in the precomp of the character animation the smoke would change speed (or reverse) or scale or just not work right as the animations timeline is remapped. But if you do the smoke in the outer comp and link its position to the torch in the inner comp with expressions, speed ramps are no longer an issue and the smoke just keeps chugging at the correct speed even though the animation might be jumping all over its timeline.