This is looking very exciting, thanks for posting Lino.
Sculpting in pose and point manipulation and animation directly in Layout would take LW to the next level.
This is looking very exciting, thanks for posting Lino.
Sculpting in pose and point manipulation and animation directly in Layout would take LW to the next level.
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No doubt that's the way to go. We should consider what we have now more as a deformation stack than a fully implemented modifier stack (where geometry can normally be subdivided multiple times). As a first step, it opens for some very nice workflows in LightWave, especially considering you can add multiple node editor modifiers.
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I totally agree.
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
I know that this blog post and thread are mainly about the modifier stack... tbh, not THAT exciting... we could already re-order deformers and displacements for a long time now... the new stack makes those operations clearer and cleaner, so that's nice. A much needed and appreciated change, but hardly revolutionary.
However... the bits that are almost tacked on as an aside to this... new nodes for evaluating meshes, their vertices, etc... and thus use one mesh as a deformer for another (displacement mesh referencing)... now that IS a huge step forward for LW here, and a WAY bigger deal than the stack alone imo. That should allow for some VERY cool stuff to be done that at the moment you wouldnt even think of attempting in LW.
A bit off topic perhaps..Any hints on wether or not weightmaps can be shown in Layout open GL at the first release of Lightwave 2016, or simply if you guys are working on it..or has it on the agenda?
I like what I see though so far.
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
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
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
So nice to finally see this kind of stacking deformation technology in Lightwave! I know it was kinda in there but it was weak. Definitely looking forward to giving it a go especially with the nice performance enhancements. . .so important.
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.
Thanks for the blog post Lino. It's really shaping up to be a very important release for LW.
^ Yes.![]()
Thanks for the post Lino, and for taking time to do follow up on the forums. Especially since ALL of this is done on your time.
Oh, and Merry Christmas, Sir!
Thanks! Merry Christmas to you all!
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
The nodes are important as much as they don't drag the application down. I've done my own point deformers with nodes. But kills the application. Let's see how the geometry engine tackles that, hence more curiosity about that.
Lino, I owe you a bit of an apology. When the blog post came out, my mind was excited but my perception was clouded. I was thinking it was more UGE than modifier stack and after reading and watching more, I see how the modifier stack is utilized. I was blinded by being able to do what I do in messiah. When I saw the manual deformation and timeline scroll, I was thinking of manipulating the mesh directly when animating. So, with this just being modifier stack related, I'm please with what I see. I'm hoping for the ability to animate the mesh in the future.
To answer your question about saving morphs in messiah with point animation, here is a short description: Pose your character and fix geometry with Point Animation, go to setup and change Point Animation before Bone Deform. Go to animate and see that its probably borked, now you need to eyeball and experiment: turn off Bone Deform and adjust geometry with Point Animation, check how it looks with Bone Deform on and repeat this until you're happy. When you're done turn off Bone Deform and save your model with Point Animation applied. Load this model you saved and use as regular morph. Here is the thread in their forum: http://setuptab.com/index.php?PHPSES...7&topic=1891.0
It's better to have tried and failed, than to have failed to try.
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