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CraigOZ
12-13-2014, 05:44 PM
Hi

I was hoping that someone has a Genoma Preset for Unity Mecanim that works that they are willing to share please.

I have tried several of the Genoma Preset but now of them work correctly with Unity Mecanim animation system.

Thanks
Craig

RebelHill
12-13-2014, 05:56 PM
You won't get one either...

Genoma rigs are designed for animation in LW itself, as such they contain a whole bunch of extra parts that are either unnecessary, or a roadblock to taking them over to game engines. All you need for unity is a bog standard, simple bone rig... none too dissimilar to the standard fbx style skeleton... You can get one here...

http://rebelhill.net/html/lwandfbx.html

That ofc is just a set of bones in your mesh... no control system for animating in LW itself. If, however, you're wanting to be able to animate characters in LW, and take those results over to unity, then you need to be able to put the animation out as a plain old bones rig of the same style... If thats the case, my RHiggit plugin will let you build characters with straight bone to bone setups which can be exported for use there.

Ryan Roye
12-13-2014, 06:40 PM
I was hoping that someone has a Genoma Preset for Unity Mecanim that works that they are willing to share please.

Are we talking LW 11 or 2015? Because Genoma is radically different between the two versions. 2015 basically introduces a modular rigging system more than suitable for producing animations that can be exported to other softwares.

lino.grandi
12-17-2014, 12:38 PM
I'm working on a Genoma2 Unity compatible Preset! ;)

CraigOZ
12-31-2014, 06:46 PM
Thank you all for your replies. I will give this a go. http://rebelhill.net/html/lwandfbx.html

Basically I just need a bones character in Unity to set it up to use the Mecanim system.

Thanks
Craig

sami
01-01-2015, 01:52 AM
Thank you all for your replies. I will give this a go. http://rebelhill.net/html/lwandfbx.html

Basically I just need a bones character in Unity to set it up to use the Mecanim system.

Thanks
Craig

RebelHill's game engine fbx rig plugin system works awesome for easy to animate in LW and lightweight to export to Unity. It's amazing and the only game in town at present. Tho I am eagerly awaiting Lino's Genoma 2 Unity rig to check out that workflow too...

lino.grandi
01-02-2015, 06:39 AM
We're near. I'll release it next week. ;)

CraigOZ
01-03-2015, 07:04 PM
We're near. I'll release it next week. ;)

Can you create a Unity Rig for LW 11.6 please as I am still having no luck. I am unable to update to the new version at this time.

Thanks
Craig

CraigOZ
01-03-2015, 09:43 PM
You won't get one either...

Genoma rigs are designed for animation in LW itself, as such they contain a whole bunch of extra parts that are either unnecessary, or a roadblock to taking them over to game engines. All you need for unity is a bog standard, simple bone rig... none too dissimilar to the standard fbx style skeleton... You can get one here...

http://rebelhill.net/html/lwandfbx.html

That ofc is just a set of bones in your mesh... no control system for animating in LW itself. If, however, you're wanting to be able to animate characters in LW, and take those results over to unity, then you need to be able to put the animation out as a plain old bones rig of the same style... If thats the case, my RHiggit plugin will let you build characters with straight bone to bone setups which can be exported for use there.


So I downloaded your RHiggit V2 free version and there are no installation instructions or documentation with it. After finally finding your youtube channel again no instructions on how to set it up.

Worked out you have to use the LW add plugin feature and the edit menu layout to add your menu but the menu does not show up. So I am unable to use your tools.

Are you able to help please?

Thanks
Craig

ernpchan
01-03-2015, 09:59 PM
I believe his tools come with a menu branch file. If you right click on a menu tab you should get a pop up prompting you to import a menu branch.

Or you could edit your menus manually. I don't recall what his tool entry names are, but they probably show up under the "Additional" menu. From there you can drag and drop the entry to where you want in your menu layout.

motivalex
01-03-2015, 10:31 PM
Can you create a Unity Rig for LW 11.6 please as I am still having no luck. I am unable to update to the new version at this time.

Thanks
Craig

You could download the fully working 30 day trial of LW2015 to test the rig that Lino is creating.

RebelHill
01-04-2015, 08:14 AM
Can you create a Unity Rig for LW 11.6 please as I am still having no luck.

If all you're wanting is a character mesh bound to bones to be animated in unity (no animation done in LW)... then a genoma rig for it wouldn't really exist, nor have any point... neither woud any other autorigging tool.

All you need is your mesh, with some bones fitted and bound to it... which you can do by laying out skelegons in modeler, or bones directly in layout. Weight, one per bone, etc... export to fbx.

lino.grandi
01-05-2015, 02:33 AM
The Genoma2Unity preset will allow the same rig to be animated in LightWave or use any Mecanim animation in Unity.
Of course proper weighting is needed, and no use of LightWave bones or joint options like Twist, Joint Compensation and so on... so LightWave can show the exact same deformation that will happen in Unity.
It is of course possible to animate a model in LightWave using no weights at all and export it in Unity. Since LightWave and Unity data interchange happens through fbx, the fbx export will convert the current LightWave skinning creating a weight per bone, so it can be used in Unity.

The Genoma2Unity preset is ready. I'm working on some docs and a video showing how to use it.

bodeci
01-28-2015, 04:36 PM
How close might the unity rig be ready? If you don't mind sharing where to look so I may set up presets for all my characters of all types.

brent3d
01-28-2015, 05:57 PM
The Genoma2Unity preset will allow the same rig to be animated in LightWave or use any Mecanim animation in Unity.
Of course proper weighting is needed, and no use of LightWave bones or joint options like Twist, Joint Compensation and so on... so LightWave can show the exact same deformation that will happen in Unity.
It is of course possible to animate a model in LightWave using no weights at all and export it in Unity. Since LightWave and Unity data interchange happens through fbx, the fbx export will convert the current LightWave skinning creating a weight per bone, so it can be used in Unity.

The Genoma2Unity preset is ready. I'm working on some docs and a video showing how to use it.

Excellent Lino!

lino.grandi
03-16-2015, 03:16 PM
Go get it!

http://3dxyz.pro/genoma2unity/

lightscape
03-16-2015, 07:46 PM
Go get it!

http://3dxyz.pro/genoma2unity/

Nice work Lino.
So how about Pbr and Substance sbar file support in lightwave?

alesxander
03-18-2015, 03:57 PM
I'm working on a Genoma2 Unity compatible Preset! ;)

Hi Lino, are you thinking about a Unreal Engine preset too?

Dillon
03-19-2015, 03:36 PM
Another vote for Unreal skeleton / Genoma integration!

lino.grandi
03-19-2015, 06:29 PM
I think the same Preset can be used in Unreal as well.

alesxander
03-20-2015, 07:27 AM
I think the same Preset can be used in Unreal as well.

wow, I'll try it and then I'll post something if it worked.

TNX a lot Lino

alesxander
03-20-2015, 03:28 PM
by the way, Lino, your work is amazing

regards from Costa Rica

lino.grandi
03-20-2015, 04:52 PM
Thanks! Let me know if it works!

Dillon
03-20-2015, 05:37 PM
Thanks! Let me know if it works!

I will also try this - though I'm still at 11.6.3. Is this only capable with LW2015?

Dillon
03-20-2015, 05:40 PM
Damn. Just answered my own question. 2015 only.

Ooghe
05-25-2015, 05:54 PM
Hi Rebel, thanks for your help and for making your rig available. Dumb question, but this is my first attempt at rigging in LW and searching for mecanim support led me to this thread and your tutorials. When you say "All you need is your mesh with some bones fitted and bound to it, which you can do by laying out... bones directly in layout", do you mean there is a way to assign weightmaps to the bone rig you have supplied from within Layout (I'm guessing I would need to make my own skelegons to do the assignment in Modeler)? Or does this mean *if* I am using a version of the RHiggit plugin?

meshpig
05-27-2015, 02:06 AM
The weights are assigned in modeler, to the mesh as such skels aren't needed. When you export a boned object to fbx, a mongrel set of weight maps are generated for each bone which gives you a start when you reopen the model to tweak. Make at least one weight map to set the naming protocol but you will still have to rename them to fit with the list the RH fbx rig saves in Layout.

RebelHill
05-27-2015, 04:24 AM
do you mean there is a way to assign weightmaps to the bone rig you have supplied from within Layout

Weights are created in modeler, as thats where mesh editing in LW is, and are always assigned to bones in layout (as thats where deformations happen). You can "assign" weights to skelegons in modeler, but that's really just a "reference" for layout to pick up on when converting skelegons. It generally far better to work with bones as much as you can in layout to avoid as much as possible the modeler back n forth.