My family and I thank you for the extra hours of life. This is a very cool couple of Lscripts. If spline god were still with us I am sure he would give you a huge pat on the back.
The LW Beast From the East
These will be very handy.
Cheers Lino! These have come just at the right time
i7 X3930/32GB/Quadro 4000
Thank you Mr.Lino for these 'asked for ' quickly answered
Well Done for your openess & fine interaction
with your users.
Please a little thing, the scripts read 9.6 If might confuse
naming them 11.5 would be cleaner.
Please give'm a tab facility for G.M.M.lsc it will keep ' m
Wonderful Cust Service Grazi!
Last edited by ianr; 02-16-2013 at 09:33 AM.
Alternatively, there is a pair of plug-ins at faulknermano's website for saving and loading all motions on a selection:
The plugin is called MultiMotionGN (v.2.0).
This method is still useful for many things but for characters the preferred method is the LFS MOME described above.
Hope this helps.
Thank you all for the very positive feedback.
I've updated the Genoma Motion Manager (please download it and replace it) and added a new plugin (Add Genoma Motion) which can be used to open/close the Genoma Motion Manager Panel.
3D Development, LightWave 3D Group/NewTek, Inc.
LightWave 3D Group YouTube channel:
My YouTube Channel:
Thanks, Lino for fantastic plugins! Really a time saver!
1. Save an un-posed version and then save a version with simple animation. Don't change any items names. The un-posed version is your target rig or the master scene you'll be using in renders--if this was a character, for example, this would only contain the T-Pose. The animated version will serve as the mocap data or motion from another character that shares this rig.
2. Open the un-posed version. Select the root object (i.e., the null or mesh that contains the bones.)
3. Select Load Items From Scene and choose the root of the object with the animated rig, that is, select only the root object that contains the bones. In other words, select the matching null or mesh that contains the bones.
4. Enabled Merge Only Motion Envelopes. Click OK.
Now, only the motion from the root object and bones in the animated scene will be imported and applied to the same items in the target rig scene.
If this doesn't work, you'll likely see another instance of the rig imported instead. This can happen when the rigs or selection doesn't match. Obviously, if you're importing from another character, there may be a problem if the the source's root items is named differently from the target's. In this case, you can temporarily change the name of your target's root to match the source or vice versa. If the root in the target file is a null, this is easy; if it's a mesh, you should do a Save As and use the same of the Source. After the motion transfer is complete, change the name back or replace the object in the target file with the correctly named one.
This procedure is meant for motion capture but really you can use it to transfer motions from a library of animations.
Now, it's very important to understand that this procedure only works for identically proportioned rigs and it is not the same as what's commonly called re-targeting. Proper re-targeting is a bit more sophisticated in that it can make adjustments to the source motion data to compensate for different body proportions in the target, preventing gross limb penetration and feet sliding issues. Motion Builder is one program that can properly re-target motion data but LightWave, unfortunately, does not.
To get mocap on characters in our Brudders shorts, for example, I use Motion Builder to transfer iPi Mocap Studio data captured from human proportioned performers to 'Charlie Brown' proportioned rigs--the result is mostly correct motion with no feet sliding. The parts of the motion that are wrong (like hands penetrating the gigantic character heads,) can be corrected in many apps with a little effort but correcting the feet sliding is a HUGE deal. Another program that can do this properly is the web-based Ikinema Webanimate; even iPi Mocap Studio can re-target but I use MB because the editing tools are not as robust there as in a dedicated animation program like Motion Builder. The output from these programs should be FBX, and once you have an FBX that matches the final rig in Lightwave, you can use LIFS MOME to get it onto your rigged character that has all the extra goodies (like fur, accessories, higher res, LightWave specific shaders, special controls, etc.)
An important FBX note: FBX can contain multiple Takes of motions for the character but unfortunately, Lightwave does not understand Takes. If you attempt to use LIFS MOME with a FBX file that contains more than one Take, you might only get the first frame of a motion take. To correct this, re-export your FBX to include only the Take you want for Lightwave.
Hope this helps.
I hope I didn't miss any steps--I wrote that from memory but the process really pretty simple once you've done it a few times.
I should be working with mocap tonight so I'll pay attention and update the above if I neglected something important.