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Thread: Weighter 2.0 : Looking for beta testers

  1. #31
    New update available !

    http://earthwormjim.free.fr/lscript/....0_Beta_36.lsc

    - bug fix : when using the same mesh for FG and BG layers, some precision error could occurs, that's fixed, but in this case it's best to check Nearest-Polygon and the Double-Sided options for both FG and BG layer to get the best result.

    - the progress bar was growing 2 or 3 times for each script internal processing step, now all is merged in one full progression for the entire process

  2. #32
    Hi,

    New update here : http://www.alesk.fr/lscript/weighter2/

    I've put it on another website, since some people might have problems to access the old one.

    What's new :
    - Fixed many bugs
    - More options
    - Speed up some processing
    - Better falloff computation (but also slower)
    - Faster detection of nearest points

  3. #33
    Super Member nickdigital's Avatar
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    Awesome!

    Is there a release date? And how much will this go for?
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  4. #34
    Quote Originally Posted by nickdigital View Post
    Awesome!

    Is there a release date? And how much will this go for?
    No fixed release date, but I think it will be before christmas
    For the price, maybe around 30€

  5. #35
    Hi guys !

    Here is a new update : http://www.alesk.fr/lscript/weighter2/

    I've fixed a bug with the average filling on bgconform map and changed a bit the polygon projection to get better results

  6. #36
    you, know... you can use it right now, this beta seems quite good

    the only unfinished part is about discontinuous uv, everything else works pretty well

  7. #37
    Super Member nickdigital's Avatar
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    Just curious if there was an update to this? Is this released or does it still need to be put up for sale?
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  8. #38
    Hi,

    Not released yet, I'm working on something else more important...
    but things are going well, some news soon

  9. #39
    Super Member nickdigital's Avatar
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    Thanks for the update.
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  10. #40
    Profesor Pixel Poo Mr Rid's Avatar
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    Trying this for the first time, on a couple of meshes with about 100k points/polys, and 60 maps. The progress bar got this far after an hour-
    Click image for larger version. 

Name:	Weighter2.jpg 
Views:	62 
Size:	28.8 KB 
ID:	93761

    Looks like another 15 hours to finish.
    "O K, so what's the speed of dark?"

    Demo reel 2017
    https://www.youtube.com/watch?v=yOOixvRhcs4

  11. #41
    Quote Originally Posted by Mr Rid View Post
    Trying this for the first time, on a couple of meshes with about 100k points/polys, and 60 maps. The progress bar got this far after an hour-
    Click image for larger version. 

Name:	Weighter2.jpg 
Views:	62 
Size:	28.8 KB 
ID:	93761

    Looks like another 15 hours to finish.
    yeah... lscript is really too slow to manage so many data
    Did you processed all the 60 maps, or only a few of them ?

  12. #42
    Profesor Pixel Poo Mr Rid's Avatar
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    Quote Originally Posted by Alexx View Post
    yeah... lscript is really too slow to manage so many data
    Did you processed all the 60 maps, or only a few of them ?
    All 60. I am exporting figures out of Daz, where the FBX export has weights but no UVs. The obj export has UVs but now weights. Am wanting UVs and weights on the same mesh. Am going to sleep now, but maybe I'd be better off trying to copy the UV only to the weighted mesh?
    "O K, so what's the speed of dark?"

    Demo reel 2017
    https://www.youtube.com/watch?v=yOOixvRhcs4

  13. #43
    uv maps are not well supported in the current state of weighter
    any other vertex map is ok

    could you send me a demo object to see if I can speed things up ?

  14. #44
    Profesor Pixel Poo Mr Rid's Avatar
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    I just PM'd you Alexx.
    "O K, so what's the speed of dark?"

    Demo reel 2017
    https://www.youtube.com/watch?v=yOOixvRhcs4

  15. #45
    Quote Originally Posted by Mr Rid View Post
    I just PM'd you Alexx.
    Ok I see...

    So ! The problem here is that you try to copy the weight from a high density mesh to another high density mesh, and weighter is not optimized for this case.

    You have to use a lowpoly proxy mesh to handle the vertexmaps and use this proxy to project the maps onto a high density mesh. And even in this case your mesh is quite heavy for lscript

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