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View Full Version : Modeling and boning/deformation interacting



serious bender
11-06-2003, 12:38 AM
Watching Martin Krol (along with Bay Raitt, the lead modeller on Gollum for Weta) model and bone in Mirai has really made me wish this kind of interactivity were available in Modeler.

Being able to test out boning in modeler enables one to update/correct/understand their mesh/topology as one models (which is a MUCH better solution than displacement or weight mapping). Displacements should be MODELED, and this is a pain to get right having to go back and forth between Modeler and Layout. Check out this link and see a good example of what I'm talking about (especially the chin/s for his gaping mouth):
http://news.cgland.com/ntimg/noorungy/demon.avi

animotion
11-11-2003, 09:50 PM
I agree 100% This is one of the things that LW is very far behind on.

hrgiger
11-12-2003, 06:46 AM
This has been my biggest complaint about Lightwave since I got it. We have animatable points in Layout in 8 will might be of some use, but I'm not sure it's a complete solution yet. It'd be nice to have some kind of channel driven morphs that we could adjust on the fly.