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Thread: New Blog Post: The Modifier Stack.

  1. #46
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by Satera View Post
    Ohh I see where all this is going! XD Amazing!!

    So, a quick question. Where is all this information stored?

    So if I create a movement like shown where a character rises his arm and down again. Then create corrective morphs. Where does this leave the information? Is it on the model as a different type of morph so when I import the character into another scene the corrective morphs are applied on it, or is it dependent on the scene to have the information, and corrective morphs are saved there? Im just thinking workflow wise. If I do several characters with corrective morphs on them. Someone animates one, then another animator is on another, we would then want to bring these together. Or something as simple as bringing in an animated character into a scene where is this information held and how simple is it to transfer this information from one scene to the other for simple management?

    Hope I make sense, I tend to handle objects and animation separately and combine it all at the end for better memory management.
    Im loving this!
    Morphs are stored in the main model, so that's the only mesh you need in the scene while animating.
    Lino Grandi
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  2. #47
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by lightscape View Post
    Thanks Lino.
    Why do we need a second mesh to make morph adjustments to the character? That's not very lightwavy.
    Always hated that in max and maya.
    I agree! Again, you can do the same just using one mesh. The fact you can "connect" the mesh shape to another is just a nice new feature.
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

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  3. #48
    Grumpy Faux-Waver DogBoy's Avatar
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    Quote Originally Posted by lightscape View Post
    Thanks Lino.
    Why do we need a second mesh to make morph adjustments to the character? That's not very lightwavy.
    Always hated that in max and maya.
    My guess would be so you can access points that might be inaccessible in the rigged/posed version.
    fauxWaver \foʊ-wāv-er\, n. one who likes LightWave, but shuns car-anologies.

  4. #49
    Quote Originally Posted by lino.grandi View Post
    Yes, Messiah Point Animation is absolutely amazing. I've been playing with that, and yes, you can sculpt the mesh and create "mesh" keyframes that stays consistent with the bone rotations.

    So you can actually sculpt in pose.

    A question...how do you save the morph in Messiah?

    Something important about the video: you can already make edits on the same mesh you've rigged in this "next" version of LightWave.
    The fact you can use a different one (again, that happens through a new dedicated node) should be considered a plus, and opens for some interesting new possibilities.

    Anyway, just remember we only show what is currently available in the current development state of the software, and that we're constantly aiming for improvements all over the place.

    Thank you for feedback about this!
    Yeah I had quite a time with point animation in Messiah. I think it is an amazing feature. This video and blog post was very cool. Nice to see this coming to LW.

    I don't think you intend this modifier stack to be the same as in Blender with Booleans array and so on in the future do you? Is this more of just a deformation stack? Do you intend to have other mesh changing, or modeling stacks? Or will you build all of that into the same stack as in Blender?

  5. #50
    Vacant, pretty vacant pinkmouse's Avatar
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    Quote Originally Posted by m.d. View Post
    That's probably a bigger change than you might think..
    Quite possibly. But needed, I think.
    Al
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  6. #51
    creacon
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    I asked a question on the forum, and only 9 years later it is already done? Amazing :-)

    http://forums.newtek.com/showthread....l=1#post460675

    But the fact that there is only one subdivision and one bone defomer makes this more a deformation stack combined with a "fixed steps order arranger" (for lack of better words)
    This is a good intermediate solution and better than anything we had before but it's not what you expect from a modifier stack.
    Is this a temp solution, or in other words can we expect that these limitations are taken care of in the (near) future?

    creacon

  7. #52
    TD/Animator lino.grandi's Avatar
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    Both subdivision and bone deformer are relative to the currently implemented subpatches and bone systems. So, this is a real modifier stack. Basically anyone can write his own deformed so it can be used in the stack.
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

    https://www.lightwave3d.com/

    LightWave 3D Group YouTube channel:

    http://www.youtube.com/user/Official...?feature=watch

    My YouTube Channel:

    http://www.youtube.com/user/linograndi?feature=mhee

  8. #53

    Quote Originally Posted by lino.grandi View Post
    I agree! Again, you can do the same just using one mesh. The fact you can "connect" the mesh shape to another is just a nice new feature.
    Awesome!!
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  9. #54
    I just saw the new video, looks promising.

  10. #55
    Registered User Skywatcher_NT's Avatar
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    Did anyone notice the smoothness of the deforming mesh during playback ? Looks pretty fast ...

  11. #56
    Super Member CaptainMarlowe's Avatar
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    Maybe a benefit from the UGE ?

  12. #57

    Quote Originally Posted by Skywatcher_NT View Post
    Did anyone notice the smoothness of the deforming mesh during playback ? Looks pretty fast ...
    looks damn fast...

    crossing fingers
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  13. #58
    Electron wrangler jwiede's Avatar
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    Lino, the modifier stack as currently implemented looks quite nice, thanks for showing us! I agree with the others that it'd be nice in future to allow multiple distinct subdivision and bone deformation modifier instances be applied, but initially the single-instance limitation for them is acceptable (provided the design allows multiple later).

    Since we're discussing subdivision, has anything been added to LW's subdivision surface support (f.e. OpenSubDiv, or Pixar Psubs) for LW2016?
    John W.
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  14. #59
    creacon
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    In the strict sense of the word yes, it modifies stuff so it can be called a modifier stack. But it is too limited to be compared to other implementations.
    What I mean with that is that I could do that with the SDK already. A complete modifier stack would allow creation and destruction of geometry, would allow any number of instances of any modifier.
    What my question really means is, is this a temporary solution? In other words will the "semi hard coded bonedeformer" be rewritten as a separate deformer using a skeleton that consists of other scene elements?
    Will the subdivision become a "node" that can be duplicated/repeated?

    for example:

    - Animated a big bulge
    - Subdivide
    - Animate smaller bulges/deformations
    - Subdivide
    - Animate even smaller bulges/deformations


    creacon

    Quote Originally Posted by lino.grandi View Post
    Both subdivision and bone deformer are relative to the currently implemented subpatches and bone systems. So, this is a real modifier stack. Basically anyone can write his own deformed so it can be used in the stack.
    Last edited by creacon; 12-19-2015 at 05:11 AM.

  15. #60
    Space Monkey 3DGFXStudios's Avatar
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    I totally agree with creacon here. I think the bone and subpatch systems should be separate items that could be added multiple times. Bones should be a deformers too in the way that displacement, bend or twist modifiers are.
    You could for example create a complex folding system with bones.

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