Follow us on Facebook Follow us on Twitter Flickr Watch us on YouTube
Register
Page 10 of 10 FirstFirst ... 8910
Results 136 to 143 of 143
  1. #136
    Super Member JohnMarchant's Avatar
    Join Date
    Mar 2003
    Location
    Sans Souci, Mahe, Seychelles
    Posts
    2,083
    Thanks for that Greenlaw, yes studio has become dated, i hope they will update the settings in the near future.
    Alienware M18XR2 (18.4" Screen)
    Intel i7 3630 2.4GHz
    Windows 7 64Bit
    NVidia GeForce 660M x 2
    750GB HDD, 32GB SSD
    32Gb Ram

    LightWave 11.5 & 11.6

    Heavy as hell but a little powerhouse.

  2. #137
    SUGGESTION:

    A link to these plugins really need to be put into the LW3d plugin database! Genoma renamer in particular is really handy to have, being quick and easy to use.\

  3. #138
    Registered User
    Join Date
    Feb 2011
    Location
    Bogota, Colombia
    Posts
    56
    These are great! Tnx Lino!

  4. #139
    luxowaver silviotoledo's Avatar
    Join Date
    Jun 2003
    Location
    Brazil
    Posts
    1,752
    Genoma rigs are really good and powerfull but it drecreases a lot the computer power once it's tooooooooo heavy! Any chance to have optimizations?
    Silvio Toledo
    Brazil

  5. #140
    Robert Ireland bobakabob's Avatar
    Join Date
    Feb 2003
    Location
    Sheffield UK
    Posts
    2,118
    Quote Originally Posted by silviotoledo View Post
    Genoma rigs are really good and powerfull but it drecreases a lot the computer power once it's tooooooooo heavy! Any chance to have optimizations?
    Silvio, In object properties are you lowering your character's sub d level to 0 then take back to 3 or more when it's time to render? Or you can swap out a high poly model for a low poly proxy when animating and hide any other geometry in the scene editor.
    Lightwave character models: Johnny Rem 3D
    Animation thread

  6. #141
    Quote Originally Posted by bobakabob View Post
    Silvio, In object properties are you lowering your character's sub d level to 0 then take back to 3 or more when it's time to render? Or you can swap out a high poly model for a low poly proxy when animating and hide any other geometry in the scene editor.
    The sluggishness has nothing to do with the geometry in this particular scenario; it's the density of the rig skeleton/controls. Playback of the standard genoma biped rig, for instance, will get sluggish (when moving the playhead) if more than 2 of them are present in the scene; and can be difficult to use in scenes with a lot of other elements in them. This is a typical issue with rigging in general in Lightwave with the exception of IKBooster which trades a little interactivity for near-unlimited complexity without adverse effects on performance.

    There are ways to work around these issues such as toggling IK (no automatic way to do this per-character natively), or isolating the character you are animating in a separate scene. Another option is to create a genoma preset that is not as densely boned/rigged.
    Last edited by chazriker; 04-25-2014 at 07:49 AM.

  7. #142
    luxowaver silviotoledo's Avatar
    Join Date
    Jun 2003
    Location
    Brazil
    Posts
    1,752
    Yeah! we always use sub-d on ZERO to optimize, but Genoma Rig have an incredible amount of bones and itens that requires too much processing. With two characters interacting in a scene we were not able to see playback in realtime what is extremelly desirable for animation. So we had to redo the rigs without genoma and it works fine.

    Hey Ryan, we need you launch quickly the IKBooster trainning for character animation!

    Quote Originally Posted by chazriker View Post
    The sluggishness has nothing to do with the geometry in this particular scenario; it's the density of the rig skeleton/controls. Playback of the standard genoma biped rig, for instance, will get sluggish (when moving the playhead) if more than 2 of them are present in the scene; and can be difficult to use in scenes with a lot of other elements in them. This is a typical issue with rigging in general in Lightwave with the exception of IKBooster which trades a little interactivity for near-unlimited complexity without adverse effects on performance.

    There are ways to work around these issues such as toggling IK (no automatic way to do this per-character natively), or isolating the character you are animating in a separate scene. Another option is to create a genoma preset that is not as densely boned/rigged.
    Silvio Toledo
    Brazil

  8. #143
    Quote Originally Posted by silviotoledo View Post
    Hey Ryan, we need you launch quickly the IKBooster trainning for character animation!
    heh, you mean this 4 hour IKBooster training series that introduces native retargeting workflows, relative motion loading, and other trade secret workflows of Tanadrine Studios? This was basically what I was so busy with producing late last year; I'm glad to say the series has done extremely well in terms of sales and it is exciting to see people starting to employ these workflows into their production pipelines. Granted... explaining some of the more obscure concepts was no easy task, but someone had to do it. I do consider this a series aimed at users who are at the intermediate-to-advanced level and are looking to give their productivity a major boost. Note also that many of the workflow concepts described herein are compatible with Genoma and most rigs.

    Last edited by chazriker; 05-04-2014 at 07:25 PM.

 

 
Page 10 of 10 FirstFirst ... 8910

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
All times are GMT -6. The time now is 12:26 AM.
Powered by vBulletin® Version 4.2.0
Copyright © 2014 vBulletin Solutions, Inc. All rights reserved.
Copyright 2000-2012, NewTek
vBulletin Skin By: PurevB.com