Although it requires scripting or programming knowledge to use outside of Unity/Unreal, i'm using Oculus's lipsync tech for character animation work now (it does not require a headset at all... and...
Type: Posts; User: Ryan Roye
Although it requires scripting or programming knowledge to use outside of Unity/Unreal, i'm using Oculus's lipsync tech for character animation work now (it does not require a headset at all... and...
https://forums.newtek.com/attachment.php?attachmentid=146429&d=1576280779
I figured this is information people might want, so i'm providing a sample script with scene file. Modifying plugins and...
Yes. Mainly because the editing process is done in layout. I have a feeling the main reason genoma was made in modeler was due to the fact that they didn't want to code their own tools for the types...
You need only 2 lines of code to do this...
import lwsdk
lwsdk.command("LoadObject C:\\myfolder\\Objects\\MyObject.lwo")
Single shot plugins (AKA generic plugins) don't require...
The main differences between genoma 1 and 2:
Genoma 1 is a very dense setup. However, it does not rely on expressions at all and the overall setup is just simpler (even if the number of controls...
I don't believe that needs the intervention of Newtek to accomplish though, Marmoset does have a pretty good python implementation. It wouldn't be as fancy as the unreal stuff, but I imagine most...
This is very commonly used VR applications, rendering two separate images at once is extremely resource intensive. Pixel shifting stops working well though when objects move too fast or the camera...
This is what a lot of people miss, it isn't just a brush tool, its a whole toolset.
Although I don't think its the ideal solution, Bullet + Metalink would be my default workflow if I wanted to stick to native Lightwave. Metalink has vastly improved over the years, and it doesn't...
Chances are good that you'll find some useful plugins through the Lightwave website; users submit both free and commercial plugins for everyone to use there:
...
In Lightwave, yes.
I never had a reason to go beyond just my video editor or MPC-HC. I'm also on windows 10, VR devices don't support windows 7 anymore being the main reason.
Edit: the program does work in windows...
You and me both. I'm getting tired of using a million different programs to do a million different things; yes its faster, but it takes all the fun out of the workflow.
Right now I see Lightwave...
Make it faster.
Caching the results in ram would help those who have the memory to spare.
I think the only thing I miss from LW 2015 is NPR-style rendering, where usually you could get 2-4 seconds per frame renders if your scenes were on the light side (simple diffuse...
My methods are ideal for individual animators or small teams. These rigging workflows focus on the following:
- Adaptability; IKBooster's workflow ensures you will never be cornered into a...
Scripting is required for specific case scenarios like this. You can get the names of every object like so:
import lwsdk
AllSceneItemsNames = []
Object =...
The only issue with Unreal lies with surfacing. If your surfacing properties are baked in, then all you have to do is hook up those surfaces in Unreal; preferably the fewer surface groups the better....
I use the more recently added NRC (network render controller) to manage Lightwave renders over multiple computers. It is still less than user friendly to set up, but I basically just pull up a...
10 years ago it would have been a completely different story, all my machines used to be intel, now AMDs are populating my render farm.
I can only recommend the quest for anyone who prioritizes mobility and ease of use out of everything else, you essentially sacrifice graphics performance since it runs on a mobile graphics processor....
A good setup for the fingers might be to clamp the sensor's values and make it so that the fingers can have 1 of 3 possible poses, as the default setup has issues if the user wants the hands to look...
Leap motion is a specialty device, I don't recommend it for animation because it is hard to coordinate the gestures to align with an animation efficiently. I still find that just having a limited set...
what happens if you replace the model with a null?
what is the polygon count on your model?