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View Full Version : Weighter 2.0 : Looking for beta testers



Alexx
01-02-2010, 04:20 PM
Hi !

After a long while, I'm back on some Lscript work, and I've got a new version of Weighter to submit for beta testing.
It's running way faster than the previous version (completly recoded from scratch) and allows to :

- copy all vertex maps (weight, uv, morphs, colors...) from one object to another, each object with different topology (and not only along one axis like I've red somewhere on this forum)
- the vertices positions can also be copied, so you can do some kind of mesh retopology
- vertices positions can also be copied as a new moph map
- switch between polygons or point normals for copying the vmaps
- double sided options for the "emitter" and the "receiver" object
- weight maps can be used as blending / alpha mask for the vertex map copy
- the copied weight maps can be normalized

the only not working/finished feature is the discontinuous uv support...

for those interested to test it, send me a mp ;)

OFF
01-02-2010, 10:45 PM
hey! it's great features, but how about mirror weights?

Cageman
01-03-2010, 12:02 AM
Sounds like a great script!

When do you think you will release it? How much will it cost?

Alexx
01-03-2010, 04:34 AM
When do you think you will release it ?
Very soon, if this final beta test doesn't reveal any major problem


How much will it cost?
Same price as the first version : 20€

Alexx
01-03-2010, 07:36 AM
To let everyone know what's available while waiting for the final release, here is a first version of the manual : http://earthwormjim.free.fr/lscript/modeler/weighter2/manual/index.html

Greenlaw
01-03-2010, 12:49 PM
Hi Alexx,

Wow, I was completely unaware of this plug-in, and I think I could have used it a number of times in the past; as recently as last week in fact. I'll definitely want to try it out as soon as the dust settles around here. :)

Greenlaw

Cageman
01-03-2010, 06:04 PM
As Greenlaw said, I too was totaly unaware of this script and could have helped us at work immensly when we did alot of ingame cutscenes.

I'm too busy to do any beta-testing of it though, so make sure you post in this thread when the script is ready for purchase!

:)

Alexx
06-06-2010, 11:35 AM
Hey !

I'm near the end :)
Finally, discontinous uv are supported in this new version.
It needs some hand tweaking in some cases (explained here (http://earthwormjim.free.fr/lscript/modeler/weighter2/fix_uv.html)), but that's easy to do :D

You will find the current beta (limited to 100 vertices) here :
http://earthwormjim.free.fr/lscript/modeler/weighter2/index.html

Please let me know if you encounter any bug with it ! (motivated and active beta testers will get a free version)

UnCommonGrafx
06-06-2010, 12:01 PM
Alexx,
I sure am happy to see that you are still working with this beauty.

Time off and tough to make weightmaps ahead. Thanks and keep it up.

Cageman
06-06-2010, 12:27 PM
Thanks for the heads up!

:)

VonBon
06-07-2010, 06:54 AM
I'd like to test it. can send it to,

[email protected] or [email protected]


sorry didn't see you had a download for the demo version. I would like to find out
how well it works with complex objects, like characters. maybe you can show
some pics if possible.

Alexx
06-28-2010, 10:00 AM
a quick preview :

http://liberty3d.com/2010/06/weighter-2/

Nicolas Jordan
06-28-2010, 10:18 AM
Looks like it would be pretty useful for guys doing deforming animated stuff. Reminds me of Gator for Softimage just look you had mentioned.

Alexx
07-25-2010, 05:33 AM
Looks like it would be pretty useful for guys doing deforming animated stuff. Reminds me of Gator for Softimage just look you had mentioned.
Yep, and if I recall correctly, I released the first version of weighter (2 january 2003) before gator existed ;)

By the way, I'm quite disapointed by the few people who proposed to help me on the beta test, until now I had no reply at all... so they won't get their free copy when I'll release (pretty soon I think) the final version :devil:

For those interested, I've just uploaded a new beta http://earthwormjim.free.fr/lscript/modeler/weighter2/

Yog
07-25-2010, 07:58 AM
Hi Alexx.
I've not really done much rigging in Lightwave for some time, but I was on the beta for the original Weighter, and I remember what an absolute time saver it was, and it helped me in many a situation. Cheers.

I do wonder how many people are using LW as their main character animation program (as opposed to brining the deformed mesh back into LW for rendering), but for those that do CA in LW I would have thought they would have been all over this plug-in.

Best of luck Alexx, and keep up the good work.

Alexx
07-25-2010, 08:15 AM
Thanks for you support Yog ^^

geo_n
07-25-2010, 08:41 AM
Yep, and if I recall correctly, I released the first version of weighter (2 january 2003) before gator existed ;)

By the way, I'm quite disapointed by the few people who proposed to help me on the beta test, until now I had no reply at all... so they won't get their free copy when I'll release (pretty soon I think) the final version :devil:

For those interested, I've just uploaded a new beta http://earthwormjim.free.fr/lscript/modeler/weighter2/

There was an open beta test? I didn't see any post to test the plugin but on liberty.com I commented some time back
http://www.liberty3d.com/2010/06/weighter-2/
Wish I'd seen the download link sooner.

I am using tim albee scripts. Though its good and I've done and done a lot of weightmap transfers with it, it could be faster. Some of his script are must have plugins and I hope they're updated by anyone to be faster.

Alexx
07-25-2010, 08:58 AM
There was an open beta test? I didn't see any post to test the plugin but on liberty.com I commented some time back
http://www.liberty3d.com/2010/06/weighter-2/
Wish I'd seen the download link sooner.

Then, read again the title of this topic and my first post...


I am using tim albee scripts. Though its good and I've done and done a lot of weightmap transfers with it, it could be faster. Some of his script are must have plugins and I hope they're updated by anyone to be faster.
Tim is not using the same technique as me, his solution seems faster, but is limited to meshes with roughly the same topology... My script works with any meshes, even if they are completely differents ^^
Also I think I could rewrite his script to get even faster results (or add it as an option in Weighter 2 ^^)

Anyway, Tim is beta testing Weighter 2 since the beginning, and seems to enjoy it a lot -> http://www.hdri3d.com/index.php?option=com_content&view=category&id=170:c33&layout=blog&Itemid=103 :D

RebelHill
07-25-2010, 09:30 AM
I'd not spotted this thread... but I'll happily give your plugin a whirl and some tests if you need more folks... seems like it could be useful.

Mainly Id be interested in comparing it to other solutions for the same thing... Ive used the TA plugins, which Ive found to be really slow (or just not work, out of memory on higher res meshes)... but Ive also been using DrainBGVmap for ages... works REALLY well, and is hella quick to boot.

geo_n
07-25-2010, 10:05 AM
Holy crap this is so useful!!!!
Why so low profile for this plugin? Should be advertised more.
This will save me hours making morph targets. Would it be possible to implement some other stuff I?
Here's a video that I tested. 100 vertices limit but workable even for demo. :thumbsup:

I copied cheeks morph to another mesh
http://www.youtube.com/watch?v=LxHlNGRvZQc
I copied eyebrows morph to another mesh
http://www.youtube.com/watch?v=oClGUf3YP7E

Will test how far I can deviate the two meshes tom its 1 am here. :devil:

h2oStudios
07-25-2010, 11:54 AM
Yeah... if you've got room for some more testers then count me in, too.

Cageman
07-25-2010, 11:59 AM
If I had more time, I would be all over this plugin doing tests. The problem is that I don't do character work that often these days at work and we have a very clever Character TD/Rigger in the team using Maya. Since he is so good at it, I do few things nowdays related to weighting/rigging of characters.

That said, for the current project I have done alot of weight and rigg transfering from Maya to LW, but since that was kind of special case, I developed my own methology to get things across.

All this said and done, I will defenately buy this plugin! Guys like you should be supported all the way through!

:thumbsup:

Cageman
07-25-2010, 12:08 PM
I posted about this very thread back in January 2010 in our Social Group LW-Riggers (http://www.newtek.com/forums/group.php?do=discuss&group=&discussionid=73) (6:th post). Sad to see that so few of the members there seem to even have noticed. :/

Oh well...

:)

Alexx
07-25-2010, 02:32 PM
If I had more time, I would be all over this plugin doing tests. The problem is that I don't do character work that often these days at work You know, you can also use it to something else than characters rigging ;)



All this said and done, I will defenately buy this plugin! Guys like you should be supported all the way through!
Thanks :D


Holy crap this is so useful!!!!
Why so low profile for this plugin? Should be advertised more.
I know, that will be done soon ;)


This will save me hours making morph targets. Would it be possible to implement some other stuff I?
Of course, just ask, and I'll see what I can do ^^


Here's a video that I tested. 100 vertices limit but workable even for demo. :thumbsup: Note that you can select the interesting points before running the script, so you can focus on a particular part.


I'd not spotted this thread... but I'll happily give your plugin a whirl and some tests if you need more folks... seems like it could be useful.Thanks :)

Mainly Id be interested in comparing it to other solutions for the same thing... Ive used the TA plugins, which Ive found to be really slow (or just not work, out of memory on higher res meshes)... but Ive also been using DrainBGVmap for ages... works REALLY well, and is hella quick to boot. I'll have a look at DrainBGVmap, I never heard of it before.


I posted about this very thread back in January 2010 in our Social Group LW-Riggers (http://www.newtek.com/forums/group.php?do=discuss&group=&discussionid=73) (6:th post). Sad to see that so few of the members there seem to even have noticed. :/

Oh well...

:)Thanks anyway for your support ;)


[EDIT] : something looks broken for UV copy in the last beta version, so don't worry if that's not working, I'm on it

geo_n
07-25-2010, 09:21 PM
Great! Some suggestions
1. Copy paste morph with weightmap falloff. Is this possible? So I can have more control on smooth transition on the edges.
2. vmap browser. Since you have a browser in this plug, a vmap browser better than in lightwave to copy,paste,rename,del maps like layers in modeller. Shift click to add,etc then delete,etc selected map.
3. Functionality like TA morphsplit but faster.

Alexx
07-26-2010, 02:46 AM
Great! Some suggestions
1. Copy paste morph with weightmap falloff. Is this possible? So I can have more control on smooth transition on the edges.

With the current version of weighter you can specify a blend map for the FG and/or the BG mesh.
this blend map is a weight map used to as a falloff input for the projection. is it what you mean ?


2. vmap browser. Since you have a browser in this plug, a vmap browser better than in lightwave to copy,paste,rename,del maps like layers in modeller. Shift click to add,etc then delete,etc selected map.
Not sure LScript allows all of this... ie : deleting a vmap is impossible.


3. Functionality like TA morphsplit but faster.

Never tried it, what does it do exactly ?

RebelHill
07-26-2010, 03:22 AM
Hmmm... yes, morph splittting would be a good addition. Basically, splits morphs into L/R side versions, with user adjustable blend zone across the central area.

Alexx
07-26-2010, 07:33 AM
Hmmm... yes, morph splittting would be a good addition. Basically, splits morphs into L/R side versions, with user adjustable blend zone across the central area.

I think it's better to make this in a separate script, I'll see what can be done after the Weighter release.

By the way, a new beta version is available : http://earthwormjim.free.fr/lscript/modeler/weighter2/

The transfer blending option was broken, it's back ^^

h2oStudios
07-26-2010, 01:29 PM
actually, I don't think I'll be testing this one. I'll more than likely buy when it's released, though... along with polyislands.

Alexx
07-26-2010, 02:13 PM
actually, I don't think I'll be testing this one. I'll more than likely buy when it's released, though... along with polyislands.

hehe, thank you ^^

Alexx
07-27-2010, 05:36 AM
New update available !

http://earthwormjim.free.fr/lscript/modeler/weighter2/weighter_2.0_Beta_36.lsc

- bug fix : when using the same mesh for FG and BG layers, some precision error could occurs, that's fixed, but in this case it's best to check Nearest-Polygon and the Double-Sided options for both FG and BG layer to get the best result.

- the progress bar was growing 2 or 3 times for each script internal processing step, now all is merged in one full progression for the entire process

Alexx
09-20-2010, 11:28 AM
Hi,

New update here : http://www.alesk.fr/lscript/weighter2/

I've put it on another website, since some people might have problems to access the old one.

What's new :
- Fixed many bugs
- More options
- Speed up some processing
- Better falloff computation (but also slower)
- Faster detection of nearest points

nickdigital
09-20-2010, 12:09 PM
Awesome!

Is there a release date? And how much will this go for?

Alexx
09-20-2010, 12:54 PM
Awesome!

Is there a release date? And how much will this go for?

No fixed release date, but I think it will be before christmas ;)
For the price, maybe around 30€

Alexx
11-06-2010, 10:58 AM
Hi guys !

Here is a new update : http://www.alesk.fr/lscript/weighter2/

I've fixed a bug with the average filling on bgconform map and changed a bit the polygon projection to get better results

Alexx
11-07-2010, 08:01 AM
you, know... you can use it right now, this beta seems quite good

the only unfinished part is about discontinuous uv, everything else works pretty well

nickdigital
01-28-2011, 11:18 AM
Just curious if there was an update to this? Is this released or does it still need to be put up for sale?

Alexx
01-28-2011, 11:39 AM
Hi,

Not released yet, I'm working on something else more important...
but things are going well, some news soon ;)

nickdigital
01-28-2011, 11:42 AM
Thanks for the update.

Mr Rid
03-18-2011, 04:37 AM
Trying this for the first time, on a couple of meshes with about 100k points/polys, and 60 maps. The progress bar got this far after an hour-
93761

Looks like another 15 hours to finish. 8~

Alexx
03-18-2011, 04:50 AM
Trying this for the first time, on a couple of meshes with about 100k points/polys, and 60 maps. The progress bar got this far after an hour-
93761

Looks like another 15 hours to finish. 8~

yeah... lscript is really too slow to manage so many data :(
Did you processed all the 60 maps, or only a few of them ?

Mr Rid
03-18-2011, 05:29 AM
yeah... lscript is really too slow to manage so many data :(
Did you processed all the 60 maps, or only a few of them ?

All 60.:D I am exporting figures out of Daz, where the FBX export has weights but no UVs. The obj export has UVs but now weights. Am wanting UVs and weights on the same mesh. Am going to sleep now, but maybe I'd be better off trying to copy the UV only to the weighted mesh?

Alexx
03-18-2011, 12:19 PM
uv maps are not well supported in the current state of weighter
any other vertex map is ok

could you send me a demo object to see if I can speed things up ?

Mr Rid
03-18-2011, 08:57 PM
I just PM'd you Alexx.

Alexx
03-19-2011, 03:51 AM
I just PM'd you Alexx.

Ok I see...

So ! The problem here is that you try to copy the weight from a high density mesh to another high density mesh, and weighter is not optimized for this case.

You have to use a lowpoly proxy mesh to handle the vertexmaps and use this proxy to project the maps onto a high density mesh. And even in this case your mesh is quite heavy for lscript :(

Mr Rid
03-20-2011, 07:27 PM
Well, mn_DrainBGVMap.p is not an LS but is working for weights on a dense mesh. Takes just a few seconds if closely matched points. The greater the distance between source and target mesh, the longer it takes. But am not getting mn_DrainBGtextureUV.p to work with UVs.

nickdigital
08-10-2011, 02:06 PM
The link to this plug-in says the final version will be available soon. Define "soon"? :)

Alexx
08-10-2011, 02:35 PM
Hi,

Yeah sorry... I had to work on some more profitable stuff to get the bills paid :(
For now the script is working pretty well with every vmap type, except discontinous UVs where results are still unpredictable, and I don't have time to fix it.

So I'll release the script in that shape for now, I'll try to update my web page early in september.

nickdigital
08-10-2011, 02:39 PM
Hi,

Yeah sorry... I had to work on some more profitable stuff to get the bills paid :(
For now the script is working pretty well with every vmap type, except discontinous UVs where results are still unpredictable, and I don't have time to fix it.

So I'll release the script in that shape for now, I'll try to update my web page early in september.

Thanks for the info.

Hominid 3D
08-10-2011, 03:40 PM
Slightly off topic, but is there any relevant substitution for Flay´s plugin database yet?

I really miss a place to get all the free scripts and plugs we had a few years ago.

Oh, and a very nice plugin you have there! Congrats!

nickdigital
08-10-2011, 03:49 PM
Slightly off topic, but is there any relevant substitution for Flay´s plugin database yet?



This is the best alternative that I know of. R.I.P Flay.
http://lwplugindb.com/

Hominid 3D
08-10-2011, 11:15 PM
This is the best alternative that I know of. R.I.P Flay.
http://lwplugindb.com/

Thanks!

Afalk
08-11-2011, 02:04 PM
This plugin of your looks phenomenal -- I just downloaded the v41 demo, if its even remotely as useful as the screens/video hint at, count me in.

AF