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Thread: Lightwave Artists needed for pilot project

  1. #31
    Adapting Artist jasonwestmas's Avatar
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    Well no, the info I got way back is totally different for Rhiggit Lite than for others then.

    Whatever, you can still bake to mdd and then pull the rig out.

    Edit: Also, an interesting tidbit is that you could technically delete the control rig and still have the deform bones in there. So maybe that would be alright in FBX format. I mean what if someone wanted to use it inside of Unity. Something to ask Craig about.
    Last edited by jasonwestmas; 02-24-2012 at 10:47 PM.

  2. #32
    Super Member geo_n's Avatar
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    That's why its better to ask him. My lite license is stated like that. But the pro looks different.

  3. #33
    Michael Nicholson zapper1998's Avatar
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    no comments from the original poster of this thread yet????
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  4. #34
    Man of many cells. shrox's Avatar
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    Maybe somebody in S. Korea got the job, $100 is ₩112715.00 in South Korea!
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  5. #35
    Adapting Artist jasonwestmas's Avatar
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    Quote Originally Posted by shrox View Post
    Maybe somebody in S. Korea got the job, $100 is ₩112715.00 in South Korea!
    lol, ohhh man.

  6. #36
    Goes bump in the night RebelHill's Avatar
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    No, thats the difference the single, and studio (unlimited) licences. (Or jason may have a different lic himself since he was one of my testers).

    But you wouldnt need to share the rig anyhow.

    Bake the bone rotations (or mesh to mdd), remove the rig, send on.

    The rig is the real tool, the script is just a convenience for adapting to other characters
    LSR Surface and Rendering Tuts.
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  7. #37
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    Hi RebelHill

    I was thinking of getting RHiggit soon as I know very little about rigging and your vids kind of make it look easier..almost eejut proof!

    Following on from what Jason asked does your bit of the rig get passed on into an app like Unity. If so where would I stand on this?

    I appreciate this is a bit off topic, but then I think it's given that the original poster ain't coming back.

  8. #38
    Goes bump in the night RebelHill's Avatar
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    you CAN get the actual bone deformers into unity, yes. However atm it requires a bit of manual work to do, and the bone count isnt really optimised the way you might design a rig if you were doing so expressly to go to unity.
    LSR Surface and Rendering Tuts.
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  9. #39
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    RebelHill
    Thanks for the reply. so I don't need to transfer over the deformers?

    Is the workflow from LW to Unity:
    Bake out animations(?); loose the rig and export as FBX; connect up the animation bits in Unity and tweak away.
    I appreciate there's a massive learning curve on this process so I'm just throwing out a few one-liners hoping any/some of it might be about right to get me going in the right direction.

  10. #40
    borkalork BORKALORK! biliousfrog's Avatar
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    Quote Originally Posted by geo_n View Post
    Maestro won't work either without the other party having the plugin, so you need to buy it too.
    You don't need Maestro to load scenes which use Maestro AFAIK. It's just a series of scripts to help with the rigging and animation, the bones and keyframes are all LW native. I've used Maestro to create rigs which have not been animated with the plugin, once the rig is created you can use it however you wish.

  11. #41
    Goes bump in the night RebelHill's Avatar
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    Quote Originally Posted by blondimage View Post
    Is the workflow from LW to Unity:
    Bake out animations(?); loose the rig and export as FBX; connect up the animation bits in Unity and tweak away.
    not quite.

    bake the bones in LW, lose the rig. Assign correct per bone weighting in LW, losing all deform helpers (joint comp, etc)... FBX out.

    But as I said, the standard bone set are designed for use in LW itself... its not reli at the level of skeleton optimisation u need to get best performance in a game engine. Also, there's no standard twist bones, so u wont be able to smooth forearm deforms and the like... to get all that requires a total skeleton rebuild at the rig level.
    LSR Surface and Rendering Tuts.
    RHiggit Rigging and Animation Tools
    RHA Animation Tutorials
    RHR Rigging Tutorials
    RHN Nodal Tutorials
    YT Vids Tuts for all

  12. #42
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    RH
    Thanks for the reply.
    Sheet, I wish I knew what you were talking about! I know I will in time but initially it looks like it's going to be painful.

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