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Thread: NevronMotion Genoma Preset RIg Video.

  1. #16
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by LW_Will View Post
    Hey, Lino... look at this shot from SIGGRAPH 2013!

    Attachment 116538

    WOW! Looks like a happy guy who won a NevronMotion and a Kinect!

    Wish he actually HAD the NevronMotion... so I, that is "he" could actually try it and give feedback.

    I'm just saying... ;-)
    You still have to receive it???? Let me take a look....

    Can you please send me the ID of your user account to [email protected] ?
    Lino Grandi
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  2. #17
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by stevecullum View Post
    Thanks for the video Lino!
    Quote Originally Posted by allabulle View Post
    Thanks for the video.
    Quote Originally Posted by Burchigb View Post
    Once again excellent detail
    Thank you
    Thank you all! Nothing would be possible without your support.
    Lino Grandi
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  3. #18
    Robert Ireland bobakabob's Avatar
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    Quote Originally Posted by RebelHill View Post
    Hang on...

    The feet slip because the proportions dont match...

    So... Its not TRUE retargeting?? I was under the impression thats what nevron did, a proper, proportionally compensated retarget.
    Lino addresses this in the video and explains how to fix it...
    Last edited by bobakabob; 08-22-2013 at 04:06 PM.
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  4. #19
    Goes bump in the night RebelHill's Avatar
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    Quote Originally Posted by bobakabob View Post
    Lino addresses this in the video and explains how to fix it...
    I know, I did watch it.

    My point is that I wouldnt have expected it to NEED fixing. I had presumed retargeting in nevron was just like retargeting everywhere else, where character proportions are automatically accounted for (and you have a SOLID retarget in one click, none of this "fix it" extra workload). I also find myself wondering how well this fixing is gonna work out when you really do get VERY different proportions between your target character and the source motion...

    Hmmm
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  5. #20
    Robert Ireland bobakabob's Avatar
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    It would be interesting to see a Nevron tutorial rigging a toon character with wildly extreme proportions e.g. tiny legs / long body a la Deputy Dawg style designs. Is it possible or would it throw out animated walking and result in foot sliding issues etc? Lino, any more info on the way?
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  6. #21
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by bobakabob View Post
    It would be interesting to see a Nevron tutorial rigging a toon character with wildly extreme proportions e.g. tiny legs / long body a la Deputy Dawg style designs. Is it possible or would it throw out animated walking and result in foot sliding issues etc? Lino, any more info on the way?
    I'll make a video showing how there's no problem at all using characters with wildly extreme proportions.
    Some days ago I also put in a little change in how the IK solver is used to solve reatargeting that should make the workflow even better. It will be available in the next NevronMotion update.
    Lino Grandi
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  7. #22
    Spinny Spinland's Avatar
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    Quote Originally Posted by bobakabob View Post
    It would be interesting to see a Nevron tutorial rigging a toon character with wildly extreme proportions e.g. tiny legs / long body a la Deputy Dawg style designs. Is it possible or would it throw out animated walking and result in foot sliding issues etc? Lino, any more info on the way?
    Lino alluded to some of this in his response to my questions in this thread:

    http://forums.newtek.com/showthread....e-of-questions
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  8. #23
    Goes bump in the night RebelHill's Avatar
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    Ok... so it seems its operating off of a kind of "space match"... rather than calculating for the proportion adjustment, you're essentially "pre-processing" the mocap by scaling it to match the targets hip>ankle distance. So that'll give you stride scaling, no problem, as well as enable correct matching of hip>ankle movements... What I wonder further then is how this will play out for other parts of the hierarchy when there are major differences. For instance, what if a target character has great big clown feet (whilst obv the source has normal feet). In a situation like that then simply matching up the ankles wont be of much use, as the animation below the ankle becomes important to match for correct foot action and placement.

    I also wonder what would happen in the case of arms... If you had some IK style action going on with the arms as well (lets say like a cartwheel motion), where both arms and legs needed to stick properly, then simply stretching out the scale of the source would spoil things Id be imagining.

    Hmmm... Im gonna have to do some experiments here.
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  9. #24
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by RebelHill View Post
    Ok... so it seems its operating off of a kind of "space match"... rather than calculating for the proportion adjustment, you're essentially "pre-processing" the mocap by scaling it to match the targets hip>ankle distance. So that'll give you stride scaling, no problem, as well as enable correct matching of hip>ankle movements... What I wonder further then is how this will play out for other parts of the hierarchy when there are major differences. For instance, what if a target character has great big clown feet (whilst obv the source has normal feet). In a situation like that then simply matching up the ankles wont be of much use, as the animation below the ankle becomes important to match for correct foot action and placement.

    I also wonder what would happen in the case of arms... If you had some IK style action going on with the arms as well (lets say like a cartwheel motion), where both arms and legs needed to stick properly, then simply stretching out the scale of the source would spoil things Id be imagining.

    Hmmm... Im gonna have to do some experiments here.
    Thank you. We've been doing all the needed experiments already, and verified that NevronMotion works well with all the situations you're mentioning.

    But, you know, "repetita juvant".
    Lino Grandi
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  10. #25
    Goes bump in the night RebelHill's Avatar
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    Quote Originally Posted by lino.grandi View Post
    you know, "repetita juvant".
    That it does... couldnt agree more. But I think the experiments I have in mind are gonna attack this from a different angle... When/if I actually find time to get around to them ofc.
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  11. #26
    Since Nevron runs right in Lightwave couldn't one just create Python/Lscripts to further automate some processes to their preferences? For instance, many batches of mocap typically only use one rig, so a script could make assumptions about how the mocap should be fitted to any given character to save time. Just throwing ideas out there.
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  12. #27
    Lightwave junkie stevecullum's Avatar
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    I'll make a video showing how there's no problem at all using characters with wildly extreme proportions.
    That would be cool. I'd like to see how it might work with a character with elongated legs and tiny arms. Like a tyranasoarus...
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  13. #28
    Super Member LW_Will's Avatar
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    Quote Originally Posted by lino.grandi View Post
    You still have to receive it???? Let me take a look....
    Thanks, Lino. ;-)
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  14. #29
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by LW_Will View Post
    Thanks, Lino. ;-)
    Sure!
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

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  15. #30
    Member snsmoore's Avatar
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    Quote Originally Posted by lino.grandi View Post
    The steps are just the same.
    The only thing that changes is the source (which is the Kinect, not a Motion Capture file).
    I'll make a video showing how to use the Kinect as our retargeting source anyway, so to show how the Kinect Rig works!
    Lino,

    Any progress on this 2nd video showing the Kinect as the retargeting source? (or do need to wait for the next release?)

    I came close but am getting an unusual deformation. (see this thread: http://forums.newtek.com/showthread....reset-95-there )

    Would there be any differences with disproportionate characters, like a large body with small arms. (i.e. the cube from the Genoma tutorial in the documentation)?

    -shawn
    Last edited by snsmoore; 09-16-2013 at 09:42 PM.

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