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silviotoledo
01-01-2004, 05:35 AM
ADVANCED FEATURES THAT NEWTEK MUST
INCLUDE ON LIGHTWAVE AS SOON AS POSSIBLE
( HOPE ON LW 8 )


Hy, Newtek development Team. Please read it till the end!

________________________________________

MODELER

1) Support to 5 and 6 poligons while in SUBPATCH MODE.
I haven't seen this on LW8 presentation videos.

2) Better Simetry with VIRTUAL MIRROR realtime included.
You just have to modelate one side and LW will mirror
the other during the process, at the same time.

3) a Tool similar to a softimage technology that allows:
You to modelate a character using geometric primitives. So you just
construct blocks above blocks. With One click, LW will do a smoth
mesh with it, with all the lines following the loops direction.
This is similar to a Tool created by Pawel Olas to make terrain.
It would be an incredible powerfull tool to generate organics.

LAYOUT

4) BETTER CLOTH DYNAMICS
I see MD settings are now integrated on LW and I see a new feature
that allow to edit the points is a powerfull tool but we still need:

- A SET OF EDITABLE POINTS AS SPLINE. select the points we want to edit
and then convert to a spline with nodes. This function will be like
a kind of dragnet in layout. Editing point by point will be a crazy thing
while doing a complex cloth.

- MANY DIFFERENT PRESETS THAT RUN WELL.
Cotton, Cotton Thin, Rubber, Gelly is nothing. To get good results in MD
for realistic cloth is really difficult. Please include more variatons
based in the reality.
I imagine the different number of parameters are not integrated on a smoth
simulation. When we cahnge a parameter it's really hard to get something good.

- A WEIGHT MAP SUPPORT TO MD
This is really necessary. The only way we can control a realistic deformation
for cloths. This way we can represent sewing area and create different weights.
We also can control the area we don't want to move.
There's a big difference between using points sets and weightmaps. Points have
no FALLOFF.

- COLISION TICKNESS PROBLEM SOLVE.
It's really difficult to create a complex cloth with MD. The cloth tends to
cross the model in some frames and to be in tension, creating a flicking animation
There's a problem too when we combine objects with bones moving inside a cloth if
the cloth is composed with different parts.
Did you see the stanford Cloth Simulation? When will we have something similar?

- FIX POINT SET
You choose a point and apply fix to it during the animation. There will be an
envelop for this. This way, you can animate the point with key frame and it will
be hold on that position. The other points will have a smoth fallof.

- GENERAL ENVELOPE FOR MD
This way we will control the amount of frames the simulation will have and will
stop it smothly with an envelope.


5) ENVELOP FOR THE FIX FUNCTION IN IK CHAIN
The fix function holds the bone. It's cool, but we still need to create an
envelop, so we will be able to animate a character walk, while the hold
position varies. This would be similar to the FOOT STEPS from character studio.

6) ANIMATABLE WEIGHTMAPS
This would be excellent to create special efects. We would make 2 different weightmaps
and we would blend with an envelop to animate. Multi envelop would be animated with
Morph Mixer.

7) BETTER HARD DYNAMICS
You must choose not only PARTS while breaking an object. You must say the amount of parts
you want ( 1 thousand for example ) and you must specify the direction and format it will
be breaked ( a set of procedural fractalization with adjustable X,Y,Z stretch ). Each object
must be able to colide with all parts too in all instances.


8) INSTANCING - To same memory for high complex images.


9) PAINT EFFECTS FOR HYPERXOXELS
A kind of organics form generator.
To use a brush with tablet sensibility to paint using hypervoxels or other volumetrics.
The fluid must be animated. A kind of blend between 2 sets of volumetric painting.
combining several volumetrics to create mud, clay,leaves, grass, sea plants
and other deformed elements


10) WRINKLE INSIDE SUBPATCH.

- you paint a weightmap
- on that polygon where you painted the weightmaps, you can change the amount of
subpatch division and say LW must use the WRINKLE.
- this wrinkle will not be a bumpmap, but geometry with a procedural displacement.
- when that area is compressed, 1 to 6 wrinkles will be generated.
- the center wrinkle will be the largest.
- with this, we can do realistic skin simulation.
- you also must include parameters for the wrinkles. With a format like an " S "
it would be usefull to create cloth folders.

11) MUSCLES
Possibility to change the silhuete of the bones or create e new tool called MUSCLE.
Possibility to flex a bone with a curved spline
Possibility to fix the 2 joints of a bone. Each joint can be atached to a different
place on the object.
Colission detection between the bones-muscles
Softbody dinamics for the muscles to simulate follow through and overlapping.
Easy way to create a IK chain between muscles.
Stretch for bones-muscles and bones muscles chain.


12) MORE SOFTBODY EFFECTS
To simulate follow through and overlapping.
It would be fine to add an option to INERTIA.
The weight map area must go in a swinging untill to lose the velocity.
actually this is a problem in MD. It goes swinging but we never know
when will it stop. Sometimes it swings too much when we just want a 6 to 8 frames effect.


13) SET DRIVEN KEY
See the result of a Krishnamurti( a brazilian artist ) with face expression
simulation using bones and set driven key with MAYA in
www.antropus.com
amazing!!!!!!!!!!!




JUST THIS AND LW WILL DO EVERYTHING WE NEED!




Silvio Toledo

Brazil

Nemoid
01-01-2004, 12:55 PM
Good and very clever list of requested features!
relly, if Nt will worrk on those features, Lw would receive a significant boost of power at all!

add to it : non additive endomorphs for an easier blending of morphs.
very useful for complex espressions of chars and lipsynching job. :)