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View Full Version : Any Character Animation Rigging Enhancements in LW 11?



DigiLusionist
02-12-2012, 11:14 PM
Does anyone know if there will be enhancements to character rigging within LW11?

If not, what are the current third party CA Rigging tools out there that are actively being developed and supported?

RebelHill
02-13-2012, 06:01 AM
no, and vv

littlewaves
02-14-2012, 03:07 AM
no, and vv

vv?

Vice Versa?
Village Voice?
Vince Vaughan?

littlewaves
02-14-2012, 03:08 AM
also...
"no there aren't any enhancements" or "no, nobody knows"

RebelHill
02-14-2012, 03:36 AM
no there arent, and pointing down.

littlewaves
02-14-2012, 03:49 AM
Is there any improvement in deformation speeds though or is it still faster to animate in 9.2?

RebelHill
02-14-2012, 04:13 AM
I think u mean rig/motion control evaluation speed... 10+ deform meshes faster than LW ever has, and yes 11 has a few tweaks here too. As for motion system speedups... only a small increase over 10x... Compared to 9.3 and lower, Dont know... its been so long now Ive forgotten. But a direct comparison is hard to make anyhow, as 9.6+ have a different motion system than previous versions, and a far better one it is too. No way Id ever go back to the pre 9.6 system, even if it were a bit quicker in framerate.

sami
02-14-2012, 04:18 AM
I think u mean rig/motion control evaluation speed... 10+ deform meshes faster than LW ever has, and yes 11 has a few tweaks here too. As for motion system speedups... only a small increase over 10x... Compared to 9.3 and lower, Dont know... its been so long now Ive forgotten. But a direct comparison is hard to make anyhow, as 9.6+ have a different motion system than previous versions, and a far better one it is too. No way Id ever go back to the pre 9.6 system, even if it were a bit quicker in framerate.

You mentioned awhile ago in the forums here to stay tuned to rebelhill.net for a new product for low poly/game rigging. Any news to report on that front? :)

RebelHill
02-14-2012, 05:17 AM
haha... well. Product development, by its very nature will mean that you run into unforeseen issues that set back or delay the process in any of a number of ways causing expectations of possible release schedules to lie upon ever shifting sands (see chuck, Ive been taking notes).

Which is basically a smart arsed way of saying I hit a snag with that and have gone back to the drawing board. Yes, I have RHiggit able to work with, and knock out a rig asset that allows for a seamless transition between the way the rig behaves in LW and how it further performs exported to other apps (including game engines). However, the way that you "call" it (for want of a better term) is far too messy... so whilst Ive got the overall tech details and structure sorted out, I need to come up with a whole new way of actually implementing it on the user end.

But that's taking a back seat at the moment, cos Im also half way through something else new... which is a mocap retargeting and editing rigging setup for LW, again, implemented via the RHiggit design. SO that should be nice, exciting and shiny for folks... though, knowing my luck, will doubtless be touched by elements from paragraph 1 of this post.