Results 136 to 150 of 166
08-05-2013, 10:49 PM #136
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 10 64Bit
NVidia GeForce 660M x 2
750GB HDD, 32GB SSD
Heavy as hell but a little powerhouse.
11-15-2013, 09:26 AM #137
03-10-2014, 10:45 AM #138
04-24-2014, 04:09 PM #139
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
04-25-2014, 07:22 AM #140
04-25-2014, 07:46 AM #141
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.
05-04-2014, 04:43 PM #142
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!
05-04-2014, 05:40 PM #143
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.
08-09-2014, 07:17 AM #144
08-09-2014, 07:19 AM #145
Is IKBooster and Rebel Rig compatible?
08-09-2014, 09:00 AM #146All that is powerful or long standing is first conceived in the imagination; supported by the hope of possibility and then made manifest in our commitment of our current physical reality.
08-09-2014, 09:08 AM #147
08-09-2014, 09:14 AM #148
yes, I should have said "use/operate" on FK not "apply" IKB to FK bones. another advantage is the quick-click and drag capabilities of the IKB Manipulator with a single motion, which can be applied to any null shape. I'm sure you demonstrated that already
Last edited by jasonwestmas; 08-09-2014 at 09:17 AM.All that is powerful or long standing is first conceived in the imagination; supported by the hope of possibility and then made manifest in our commitment of our current physical reality.
08-09-2014, 10:46 AM #149
That said, unless IKB is something you use all the time, there's very little point in doing so, as the control systems available on the RHiggit rigs, and the ancillary tools available on the animation toolbox all work together to give you a character "system" that beats IKB hands down for the majority of animation tasks.
08-13-2014, 10:02 AM #150
- having the ability to save and load animations without worrying about whether or not the character is positioned in their origin rest position
- Being able to load motions relative to current position/orientation
- Adaptability in mid-animation. If you are animating a dog biting someone, you can easily alter the rig so that the entire body pivots at the mouth where the dog is biting the figure. You can't do this without a major performance hit without IKBooster.
- Performance with multi-character setups (without resorting to "bare-bones" setups). Turning off rigs temporarily is not at all practical if you need characters to interact with eachother; you never have to do this with IKB rigs.
- Ability to mirror entire animations/poses on either side of the character (IE: have the character do complex hand/arm/finger movements on one side, and transfer that to the other side)
- One-layer editing. No need to fk/ik switching for when a character's limbs need to operate outside of the restrictions imposed by that. Multiple layers, constraints, etc adds complexity to the animator's workflow.
... The list goes on and on and on.
In reference to the advantage of using IKB with Rhiggit, it's mainly to reduce the number of button presses required to move things around. Click-dragging nulls/goals around is far more efficient than the standard 3-button presses normally required (select, press button, manipulate).