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  1. #136
    Super Member JohnMarchant's Avatar
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    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
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    These are great! Tnx Lino!

  4. #139
    luxowaver silviotoledo's Avatar
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    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
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    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
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    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.

  9. #144
    SUPER NICE PLUG you did there....

  10. #145
    Is IKBooster and Rebel Rig compatible?

  11. #146
    Adapting Artist jasonwestmas's Avatar
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    Quote Originally Posted by Julez4001 View Post
    Is IKBooster and Rebel Rig compatible?
    Yes, the RHhiggit rig is a lightwave rig that you can adjust to suit your needs. You can add IKB to any bones that are using FK.
    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.

  12. #147
    Quote Originally Posted by jasonwestmas View Post
    Yes, the RHhiggit rig is a lightwave rig that you can adjust to suit your needs. You can add IKB to any bones that are using FK.
    To be specific, you'd add IKBooster to the topmost object in the heiarchy, and for IK rigs, 9 times out of 10 the user will want to set all of their goals/poles to "Move" mode so they can click-drag things around.

  13. #148
    Adapting Artist jasonwestmas's Avatar
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    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.

  14. #149
    Goes bump in the night RebelHill's Avatar
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    Quote Originally Posted by Julez4001 View Post
    Is IKBooster and Rebel Rig compatible?
    Yep... in most circumstances. You either need to use parts set to plain FK control, or on plain IK control (where the IK goal items are manipulated via IKB). Other control method types (particularly switchable systems) can't be used in conjunction with IKB as IKB itself doesnt support items with those control methods, and it'll just make a mess of your rig.

    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.
    RHiggit Rigging and Animation Tools
    RHN Nodal Tutorials
    RHR Rigging Tutorials
    GI Tutorial On cmiVFX
    YT Vids Tuts for all

  15. #150
    Quote Originally Posted by RebelHill View Post
    give you a character "system" that beats IKB hands down for the majority of animation tasks.
    Except for:

    - 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).
    Last edited by chazriker; 08-13-2014 at 10:05 AM.

 

 
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